Hmm, this is a bit of an odd one for me, because while I really do want to love it, I can't help but feel that it's got some severe problems!
Don't get me wrong, as overall I do find the game very impressive! The intro cutscene was incredible and really got me pumped due to its musical timing, and moving around in the levels by timing your dashes, jumps, and so on to the beat was a lot of fun, especially since the music was so catchy! It was fun to get more skilled at moving around too, such as intentionally using misbeats for a short hop, or using fast-fall to cancel out of that awkward lagtime after an airdash. The hard mode was pretty interesting too with the way it makes you master the melodic beat of the song. For a demo, it's got loads of potential!
But as said, there are a lot of aspects that just made the experience less than I thought it would be:
*While it was initially fun to move around and time things to the beat, it didn't take long for it to become rote. It was there that I wanted the levels to step it up with challenging layouts, hazards, unique mechanics and so on. However, all of the levels felt the same, largely being overly long, boring treks which were devoid of any sort of danger or...anything! Ideally I'd like the levels to feel more unique and interesting, like these speedrun levels where you're bouncing on enemies and always moving forward and reacting to obstacles and so on: I just want a greater sense of flow and momentum, like Neon White or Sonic or many other speedy games!
*I didn't like that the scoring system seemed so trick-centric, especially since the way tricks are handled was so incredibly awkward, being that they are only done 5 at a time in these designated rail zones. I would much prefer if doing tricks was part of the entire experience: they should be a way for a player to express themselves, demonstrating mastery of the systems and a way to make their run flow even better, instead of making the flow worse by making them these checkpoint pit stops.
*I found it very strange and confusing when you get a 'cool' response when you do an action that you don't have any charges for, like trying to jump when you're out of jumps. While I don't necessarily think you need to get a 'bad' response for doing this, getting a 'cool' makes it seem like you did something right when you didn't, which can make you think briefly that you did have a jump charge when you didn't until you realize a bit after, and so on.
*Navigation through the levels can be very confusing a lot of the time, from how there are a lot of odd branching paths that lead to dead-ends, loads of death pits that don't look like death pits at first glance until you try, and difficult to parse graphics where it's not always obvious whether something is in the foreground or the background, an obstruction or just set dressing.
*There were plenty of other minor stuff, like how the tutorial shouldn't inundate me with so many signs about stuff other characters can do, or how when I fastfall in the middle of two cracked tiles it should break both of them and not just one, or how the game says that misbeat jumps can be tactically important but it kept lowering my score when doing them, and so on.
It's definitely got a load of potential, so I hope that this feedback can help in some way!