It's cool to say it's not intuitive or well-explained enough, but criticism that says it should be a shallow follow-the-rythm game or a menu with dials is disappointing to read.
The game is about setting a pace, not following it. If you press fast, she will adjust to you. It's expected that you be awkward at first and take a while to get a tactile feel for it. That's why the tutorial is your character's first time.
Not knowing what you're doing at first -> getting an intuitive feel for it, as opposed to getting it intellectually -> gradually gaining confidence. That's the experience I want to convey. It's harder to pull off, but I'd rather do a flawed job of that than settle for the nominal gameplay common of the genre.