After clearing the first 4 areas, I have to say that I don't like the wait-to-attack encounter design. I don't mind not being able to mash one button to kill boss enemies, but having to literally run around them and hope for the one attack that leaves them open for a counter (especially in case of bosses, which require you to use items like bombs, bow and arrows etc.).
I know that this is normal in all Zelda games, but come on, the flow of musou games is completely different. I hope that later bosses are more fun to fight, because I like the idea itself.
Yea been popping into streams now and again and the boss 'waiting' really seemed crummy. I never like it in ANY game though, but here particularly it does disrupt the flow. Outside of meager chip damage between weakpoint item use, there didn't seem like any great options for the player. A bummer too since these "puzzle" bosses pop up constantly, the trick never changes and the fights never feel dangerous or threatening(maybe Hard or Chaos difficulty, which no one is playing...sadly)
Not seeing much talk of Ultimate weapon gathering or secret objective challenges on the harder difficulties yet. A staple of Musou games, but I suppose either they aren't discovered yet, or they don't exist.