You nailed the aesthetic, but this was too many processes for me brain to follow. I was trying to match this beat which was always either too fast or too slow, I needed to scroll around to see where enemies were, and I had to trigger the traps to kill said enemy.
That being said, I think all that could be solved with more iteration over UI/UX polish. Have more enemy position indicators or automatic trap activation, have more indication around what beat needs to be hit for the dungeon heart, etc. I personally think it would be fun if ‘pumping’ charged the traps to trigger instead of hitting 1-4.
That being said, very good game in two weeks. Well done!