Hey, it's me again!
For those interested, I just put out a commentated version of my run here. (It's 2h10 long though)
It goes over how I created it in the first video, and then it's mostly just showing the process of completing each level, with a bit more commentary on some stuff that's not necessarily obvious when you just watch the run.
I don't think there's any resource for that, no. What you can do though is hang out in the CoNDOR stream and ask questions, there's always going to be people who are able to answer them (it's a weekly competitive racing thing, follow @Condorleague on twitter to get the stream announcements)
Alternatively, we also have a discord with a #theorycraft channel made specifically for asking weird questions.
As for the glitches you talk about, the way I see it is basically that not all animation lengths are synched with the beat, which means that if the song is going fast enough, sometimes you can reach the next beat before an animation is over. That happens regularly on Bolt/Coda, and you can trigger it very easily with Bard by mashing.
There's one aspect of this that's actually useful in a regular run, with the heal spell. The exit stairs make you invincible, so when you step on them you can use the heal spell even if it's on cooldown and not pay the blood cost. With faster characters, you can manage to use it 2-4 times depending on how fast the song is going, which means 1-2 entire hearts of regen every level.
Hey! I made this :)
The replays desyncing weren't too big of an issue. When a replay of a game you played desyncs, it's usually when recording rather than when playing, so you don't have that issue if you edit the replay directly.
That being said, there's a whole category of bugs in this game that stems from the fact that not everything is tied to the beat, and so if you go fast enough you can do things that shouldn't be possible (like attacking an enemy on the same beat that it dies on a spike trap), and with Coda's tempo, I had to slow down the replay (or rather, fast-forward slower) at certain strategic points to make sure it didn't desync because of that.
There was also a big desync problem at the very end, when I tried to record the finished run. I found out that for two of the bosses (the 2-4 Coral Riff and the 4-4 Deep Blues), there's a point where an add's movement should be deterministic but isn't, and is affected by god knows what. I had a bit of a panic until I managed to make it work just long enough to record it.
As for playing ping-pong with Deep Blues, I certainly considered it, but every time I hit it with one Coda, the other one moves away, so it would've only been possible for the first two hits after which the 2nd Coda would be too far to aggro the king. Plus, I like how it turned out a lot better.