>>4440>Its no longer about your reactive quick thinking, but about your predictive capabilities you naturally gain by bashing your head against the wall.
That's why I didn't enjoy Hollow Knight despite finishing the game. Almost every boss past the first ones require you to automatically react to their attack signals, going through the same few actions-reactions dozens of times until they're finally dead. So you just repeat the boss fight until you can do the whole fight without thinking. It's not hard, it's tedious.
Semi-boss enemies were way more fun because you could invent different choreographies to defeat them. And they weren't placed in big empty rooms so you had to think about platforming as well, these fights were more dynamic and always slightly different. If they simply replaced every boss with a "colosseum of fools" type of challenge the game would already be way more fun. Of course they could have just designed more intelligent bosses.
The game was also filled with a lot of other tedious fat like having to traverse again and again through hordes of trivial enemies and repetitive levels which varied mostly only in terms of different aesthetics (with some excellent exceptions like the lowest claustrophobic and labyrinthine level).
IMO the game is so loved because of the polish and sheer mass of everything, so many areas, enemies, bosses, etc. It required a lot of work but this variety is mostly superficial when it comes to actual gameplay, which becomes quickly repetitive.