Amazing work! Similar concept to my game so I can really appreciate it in all aspects. There is quite a variety in the number of enemies and their behaviors. They also have distinct colors to be recognized from the environment, except for the vines - they sort of blended in the background at times. Speaking of vines, they move perfectly on the beats, that's very impressive. I also appreciate the music proc gen, it is not bad at all, which is already an achievement. The building of the world could use some work as now it is a bit spare and arbitrary in some area. For example, there are a lot of signs telling players which direction to go, which you could get rid of with a better level design.
I think I see a lot of movement problems in your game that I have experienced in my game, such as the enemies damaging more than once in one contact. This could be fixed by having a timer, such that I got damaged by enemy A and will be immune to A for the next 0.1 sec or so. The wall jump should push you backwards a little bit, and I think now whenever you touch the wall, the jump counter resets right? Because I can wall jump very high, which I don't think is intended. I also got confused when sometimes losing health without knowing the reason, is that because I jump not on the beat or because I touch an invisible enemy (or that the enemy hit box is too big)? The character flies of after dead, which can be due to multiple reasons but I think it could be quickly fixed.
Overall, I really dig the concept, and really wished other enemies also reacted on the beat. Great work, hope you tune the movements and keep updating the game post-jam!
Edit: I read the comment and you said that the box collider appears first and the animation comes after. Perfect, I used to have this problem too! Just animate the box collider as well, everything would be fixed.