Thanks for playing! If we continue with the development one of the ideas is to improve the UI so it's easier to keep the rhythm.
Mostly I think my problem was that the rythm was in the song bpm, which is something like 120bpm? So no matter how fast I did an action, I already lost a couple of beats, making it harder to get back into the rythm. I replayed the game just now to give you feedback and my dominant thought when I was aiming at a bot "Do I wait try this beat or wait for the next one? Both options will get me killed, so I better spam the button" which I know it makes it sound like I'm just not good, but I think it comes from a general misunderstanding of the mechanic and/or being overwhelmed by the speed of the beats.
My suggestion, and please don't take it like I think I know better, it is probable that I am wrong, is experiment around with basing the rythm on the second downbeat, or even the just the first downbeat (depending on how easy you want it to be) with enemies not being able to shoot in between beats.
There are a number of ways the design can go down, but ultimately what the game needs is just straight development and testing time.
The tutorial was added literally in the last hour as a hail mary to at least make sense of whatever is going on, and that will probably be a focus.
Another thing is balancing the tracks themselves. Right now, there's not a lot of information about when to shoot and when to act, so that will have to be fixed.
The bots actually have several identifiers, that signal when they find you, and when is the last possible window for you to act (it's the third sound that it makes after it starts... making sounds), so if you know that it takes 5( or however much) beats after the bot gets activated, you'll know when to take your action. It might be a literal number telling you when you'll die, or just a better signal on the metronome.
Thanks for your input, I think we will probably update the game a little bit after the voting period to adress our own concerns.