The game is centered around a gimmick, moving across the board to a beat. If you don't move at the same time as the beat, you don't move at all. And there's a clock you have to beat on each map. It's a fun gimmick. But strip that away and you aren't left with much.
For a rogue lite game it's just lacking The biggest thing it's lacking is depth. Not just lack of depth of interesting mechanics/items/enemies outside of the beat movement.
Rogue games are about making decisions and risks to survive and grow stronger. But each game is very short, maybe 3 levels or so. Which goes against the ideas of a rogue-like that make them fun. So the programmer decided we didn't need any ability to save, which makes the game a pain for anyone who wants to be able to stop playing when they need to.. There is a option to go on longer runs, but again no ability to save.
Instead each run unlocks things that make you stronger, but it doesn't take long to unlock everything. This unlock is the only thing the game saves.