Today's video went well. If it weren't for the video title and description I'd have assumed that my proposition worked out, but I guess raocow kinda wanted to stop playing at some point. Like I said, do what makes sense to you at the time; it doesn't have to be a consistent "system."
So this is where the game's development gets interesting, because not much actually changed in Chapters 1-3 aside from the addition of Kamek. Part of the reason Kamek was so good was because he was developed SUPER late and added in. Quite a few of the early game bosses also received complete revamps near the tail end of development, so their quality could catch up somewhat to the late game bosses.
Helmethead is one such boss and in the Demo 2.1 version he walked toward you and shot bullets... and that's all he did. He was a deliberate joke boss, whereas the one we have now is basically a tutorial (don't laugh guys, this is DT) meant to help you internalize the exact arc of your arrows, and give you practice hitting worst-case-scenario, tiny targets. The bullet walls are there to guide the height of your jumps, but they unfortunately result in an issue where if you let Helmethead walk too far from the center of the room... you get the idea. The trick is to jump over him as often as possible and not focus your fire too much on either the helmet or the mask (they are actually two different things you can scan).
The next dungeon you will most likely visit is completely different from the Demo 2.1 version (which is still in the game, just not accessible without debug mode). That dungeon was overall just a repeat of the same general structure of the first, only
with bombs... uh, I mean
with bombs
. So it was axed except for a few specific maps we both agreed should stay.