Thanks for playing, and thanks for the feedback! I also think that one might have been easier moreso due to the strong background beat but also possibly because of the way the game mitigates and accounts for input delay (as any rhythm game should). We don't support the latter (yet!) due to time constraints but it's very possible that some hardware is adding input latency here, we don't have any kind of calibration screen that let's you accomodate for variable input delay caused by monitor/audio devices so it is very likely that this is contributing to what you're experiencing here. I could only guess though heheh
From what I remember Crypt of the NecroDancer often operates on the same BPM range & time signature as we do for this, especially for the end tracks that I believe are often between 120-145ish bpm, so it may be less likely for the amount of time between beats to be the culprit here. For this game we stay strictly inside that 120-145 range
Not sure about what it does for its input window though. I went with the same amount used by other games in the rhythm action genre (which was also the bare minimum I needed to make sure you can't just mash a button and get everything right), but maybe CotND is more lenient in this regard. I'll have to investigate and benchmark it later..!
It's interesting to think about though, we'll be sure to test out and iterate on different things to account for this in the future. On top of the latency calibration screen, we've been talking about adding some difficulty settings that would maybe let you adjust the timing window. We'll see how that goes.
Thanks again for checking the game out!!