I think I figured it out? Maybe? After a certain point there were too many things going on in the background music for my ears to pick up on individual parts (assuming that does matter), and sometimes the pillars would say I was “correct” when it didn’t feel I was, but I got a decent amount in.
I unfortunately had to stop before reaching the end (the last level I reached was the one in your fourth screenshot, which I just couldn’t get to work). The puzzles were confusing me as-is, with solutions working that I didn’t expect to, but the breaking point for me was the timing. Even if I was 100% sure what rhythm I needed to perform, it often took me over a minute to actually successfully do so. Because the player’s motion is locked to the sixteenth note grid (and thus they don’t move until the next sixteenth note), I found I typically had to press the movement key before the sixteenth note I wanted to move on, which made my inputs feel very disconnected from the audio. What seemed like some kind of lag on the more complex levels later on exacerbated that.
I do think this is a really interesting mechanic, and if the game taught it a little more clearly I think this could be quite a strong puzzler. The graphics are nice and give off a relaxing vibe, the rhythms are fun and bouncy (it’s always nice to see a music-based game with at least slightly non-trivial rhythms)… it’s well-made. It was just the execution part on my end that prevented me from fully enjoying it, unfortunately. I’d definitely be interested in playing a touched-up version of this in the future, though, as I haven’t see anything quite like it before.
(Should note: I also experienced the softlock at the start of the game someone else mentioned earlier. It’s precise, but as far as I could tell not frame-perfect, so I think it’s pretty feasible for people to run into it before they’ve figured out the mechanic. This is why it’s often a good idea, when designing puzzles involving a timing that’s supposed to be impossible, to make said timing very obviously impossible; this one turned out to actually just barely be possible, so since I kept just not making it, I kept trying it instead of looking for a more logical solution. Of course the softlock revealed to me that was the wrong move, but…)