LOVED THE GAME A LOT! I'm a big fan of rhythm games and I thought that this was a very interesting take! The tile-based movement reminded me a little bit of Crypt of the Necrodancer while the syncopated movement that happens at certain parts of the song reminded me a lot of Lockstep from the Rhythm Heaven series (in the game you had to alternate between downbeats and upbeats).
I love how you tied the movement of the enemies to the claps and you bet I played it allllllll the way to the end :D The way that the characters scale to the beat of their movement was also a nice touch!
Now I loved the game a lot and I thought that you did great given the time, but I'm really invested in this idea so here are some possible ways you can build on top of this already excellent experience:
It took me a bit to realize that I could eat the enemy when it was blue (maybe a more scared expression could help signify that that you can go after the enemies in this state).
Tie the player's movement to a separate instrument/percussion (maybe hi-hat or bass drum or something similar?) My speaker has really terrible bass, so I wasn't sure if the player's movement was already synced to the bass.
Provide more player agency. There's a lot of downtime for the player in between each corner and there isn't much to do when there aren't any enemies around. This could be combat in a couple of ways. One of which is to increase the tempo of the song as the time dwindles down or as the stages progress (I noticed that the song changed but wasn't sure if the patterns were different). This adds more panic and forces the player to really think ahead about their movement.
Another way (and this requires way more effort) would be to have the player make the input to the beat of the song to move to the next tile (instead of automatically moving in whichever direction the player is facing). This would also probably warrant a lot more user feedback on when they can/should make the input (and whether their input was late or early).
You can also explore different enemy patterns like having enemies be active or inactive based on a call & response in the music or just have different enemies tied to different percussive instruments. I wonder how an enemy based on the melody would move 🤔
I love love love love LOVE rhythm games, especially games that take rhythm-based gameplay and mesh it with other mechanics. This game is really inspiring me to try out an idea I've been having in mine for quite a while as well :)