Hey! Thanks for the feedback.
I have mainly designed systems for this game, so here's my two cents. I was also concerned with the game feeling overwhelming, and i'm honestly surprised you're the first one to point it out. The main thing I didnt communicate well enough is that the blocking was way more important than attacking, hence this is why the right side is way smaller. So just looking at the arrows and reacting to them was more than enough to clear the game. How the attack works is that if you do it correctly you get a +20% boost in damage, so if you only focus on the arrows you're not missing much (except the combos). UI definetly could use some experimentation with the layout, so i agree with you maybe a more condesed version could be better. Maybe something like a small pulse on the right side might have been better than dropping circles.
As for the arrows coming in advace - originally this game was more of a reaction test, but i've found clicking on the beat was way more fun, so i added that. So maybe you now see why it kinda has this weird inbetween of reaction and rhythm. Most of the mechanics were mid game decided on and implemented, and considering we submitted this game 10 mins before deadline, this is the best we could do :D