That boss fight issue is such an annoyance, because I deliberately added a button to reload the current section for just that problem - in case something like, say, a last-minute technical hitch caused walls to lose collision in that arena - and that button ALSO happened to just bind to the wrong thing and just restart the game. Yay.
Getting as much as I could synced to the beat to really drive the action was a high priority for me - with enemy attacks and animations, including their actual walk cycles, all being synchronized to step/swing/act on time. Projectiles was a fun one to do - even with some projectiles like the Heavies' plasma cannon that moves faster, they all tick on each beat. Doors also open and sync to the beat, and I planned to have environmental props that did the same but ran out of time due to last-minute technical issues.
The composers absolutely cooked, and put in a ton of work making sure the common beat was there under the hood, so that - without any visual cues, like the UI and the world - you can fall into that flow and just vibe through a fight.
I wanted each weapon to fill a niche in the sandbox, so while you can just take a shotgun and rush a Soldier to Drop 'Em, picking a pistol and popping him from afar might be better.
I'm glad you had fun with the fight even if that last area is a little bit rough. Thank you for playing!