The difficulty curve definitely isn't smooth, consequence of limited time sadly. There's a certain degree of poly rhythm involved at points where you're hitting on off beats and that was a design problem I struggled with. Each level has a psuedo "correct" route where all the hits line up, but I wanted there to be some freedom in approach rather than railroading every level to force a certain cadence. Not sure if the balance between the two is completely there. Earlier levels are meant to have "safe" rings that allow you to get back on the rhythm using the orange guide wave, but those are scarce after level four. Thanks for giving it a try!