This game has potential, but I think there's a couple of things that don't work in terms of design.
Playing the game I felt like it was hard to match my actions with the pulse. I think there's several reasons why I had such a hard time with it:
- The rhythm is not being accentuated in the music. If there was a kick drum or another element that stands out in the mix that matches with the rhythm, I think it would be easier to match my inputs with the beat.
- The movement of the character (moving left and right) is in free-time timing (read "The Game Pulse" https://creativehero.es/the-game-pulse-timing-game-events-and-music-events/), it's not synchronized with the music, so there's a disconnect between the music and the movement. Having played a lot of platformers, I'm used to inputting my jumps and special attacks whenever I want. The problem is that you're taking away something that I (the player) am used to.
- The game immediately starts out on a pretty difficult level. I think easing in the player using a tutorial will help them get used to the controls.
Another thing:
The player should never be required to reset the game because of a synchronization bug, if this isn't an intentional gameplay feature. A way to fix the issue of the music and game not being in sync, is to base your game events on the absolute time of the music. So instead of having two seperate timers: music and game, you derive the timing of the game events from reading the music's play position.
I struggled a long time with this problem, but it's pretty easy to fix if you do it this way.
Having said that, I think your game is really appealing in terms of graphics. I also think this idea could potentially work if you work on the points I've mentioned.