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So basically a QTE, with a few actions, you press the key when required, with a trippy background and a soundtrack?
Hell, every game is just a QTE. Things happen on screen and you have to press the right buttons or you die. Wow. Gaming really is ♥♥♥♥ when you reduce it to its basic elements and cut out any sort of depth or nuiance.
Have you ever played audiosurf? It's audiosurf but harder.
The gameplay isn't like Audiosurf at all. If anything, it's closer to a Rhythm Heaven game. You press a button or a combination of a button and a direction according to a visual and audio cue. In other words, Thumper is a rhythm game (like Aletheia said).
Calling it QTE style gameplay isn't terribly incorrect, but QTE typically means timing inputs during a cutscene or some sort of scripted event or animtion, not to music.
thumps (beats on the ground, hit A - sometimes mandatory/triggering damage if you miss)
turns (red walls around corners, hit and hold A+left/right, can be hit perfectly - damage if you fail)
barriers (hold A to smash through - damage if you fail)
flying (hold up while hitting a thump with A, required to get over damaging obstacles or hitting overhead barriers - flying is limited but can be extended via perfect turns and hitting things)
pound (hitting down onto a thump while flying - resulting shockwave can break boss shields or activate upcoming thumps for additional score or replenishing your shell)
switching lanes (left/right on multi lanes without holding/pressing A)
You can freely control your beetle at all times (hop with A like in mario kart, lean left/right, open wings up or drift left/right while holding A - only flying and ground pounds are a bit conditional as you need thumps for those), so it's not really pure quick time events to predefined visuals. The amount of control despite being on a linear track feels great.
All these things, multiple hazards on the tracks and boss fights are combined pretty well. 9 levels with 10~30 phases each - all having a different theme (audiovisually and mechanically).
Certainly not a QTE game - you can get through a lot of it with basic moves and timing, but the meat of it is in choosing to play it in a more difficult way for fun, points, awesome satisfaction and S-ranks. When you pull off a really tight sequence in the hardest way possible it's VERY satisfying. Sort of like Tony Hawk's or something, in that sense. It doesn't really get going until about level 3, then level 5 seems to be where the difficulty starts to ramp up. I am not even going to try level 7 until my hands stop hurting.
And here I am, just at the beginning of level 5... Because Level 4 was a real pain haha.