I don't like the rhetoric that that particular approach to boss design is "unfinished" just because it doesn't follow (later) established conventions and expectations. Even if there is literal dev talk somewhere admitting to such, it doesn't remove the effect these encounters have on the character and personality of the games in how they exist in them, whatever compromises or not lead to their existence. Demon's in particular stands in stark contrast to what this series and entire popular genre it spawned eventually became, as these twitch-action flat-arena animation-tell faux-rhythm game battle gauntlets against mostly humanoid foes--the environments for the bosses are much more of an active component, many of them are more concerned with atmospheric functions over mechanical tests, and they are simple and "abusable" in ways that allow any playstyle at all to approach them on their terms. A puzzle boss like Dragon God where traversing the environment is the primary challenge is a veritable highlight for the entire game under that ethos. Precedent has shown that Bluepoint don't really alter much about the games they remake and remaster on a mechanical level, but the widespread opinion about what makes these games good runs so contrary to Demon's' nascent idiosyncracies that it's easy to be a little worried about the same revisionist treatment being reserved for those parts as the visuals already display.