I think if this 3 button grapple system is introduced in the full game, perhaps the starting area could only have 2 choices, one or the other to introduce players who may not be able to memorize the combinations right away. Adding the third, or even fourth in more difficult areas/enemies.
I myself am mediocre at rhythm games, where you press the same color/symbol, but mapping one color/symbol to another from the start whilst under tension breaks my brain for whatever reason.
I have found it easier to map the color to the direction I need to press, rather than to another color/symbol. Check color, press direction. A simpler thought process than perhaps: color -> color -> direction, and having the chance of getting the colors mixed up. Cutting out the middle step of that whole triangle/circle.
Like, the left color (purple) when used by the enemy requires a blue (up) is much more difficult than right color (orange) when used by enemy is simply the directionality opposite color (purple).
But even as I typed that all out I just realized a simpler method would be to take the color of the enemy and using it's default direction (purple/left) and make a clockwise rotation to (blue/up) in the grapple menu.
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tl:dr
New system broke my brain, but spending time to think it through and not getting attacked by strange goopy things has come up with effective strategy/understanding.
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Misc Questions/bugs
Are the "hand" traps supposed to have the same grapple direction/color (orange) instead of random or is that intentional since they're a common "encounter"?
The door renders above Grove's head at the first building by the tent.
Viewing post in GROVE Rework: Halloween Test Build comments
We're definitely thinking about adjusting the 'Grapple Triangle' so it goes clockwise instead of anti-clockwise. Though it might seem like a small thing it seems to have thrown a few people off. So yeah, we'll be adjusting that down the line.
And yes, the Hand Traps are meant to be a bit simpler. The enemies are more variable.