what if, combat rhythm game where the incentives for effective combat also incentivise interesting music, but in a more free-form manner than just "this move is a primer", "this move is a finisher", "this move is a parry",
spitballing mechanics:
- if you're on the beat consistently you get a damage bonus, but if you go for too long then the enemy will just be able to block/parry
- doing something on a half-beat counters an attempted parry, maybe also gives you a damage multiplier
- or maybe some chaining counter-riposte thing - they parry you and attempt a riposte, but you hit on the off-beat to parry the riposte. Maybe both strategies work?
- idk, bonuses for chaining rapid hits / pauses at interesting times, different instruments?
- and each enemy type could have different strengths, that would lead to overall different-sounding combat (e.g. this one learns your rhythm quickly so you'll get parried quicker, that one isn't staggered easily and hits hard so you need to follow their music and attack infrequently)

