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But you asked for opinions, so here it goes...
There really isn't that much going on screen as it may appear. And the collision detection is further simplified by being 2D, with rectangular hitboxes (play with Concetta to see this), with axis-aligned hitboxes (entities never rotate), and what seems no monster-to-monster collision detection (except boss monsters).
So at the available game resolution, with the limited number of entities on-screen (including borders, objects, enemies, beams, and projectiles), and the simplified geometry of these entities, I'd think collision detection in VS can be easily handled without any space partitioning algorithm.
That said, if I were to hazard a guess as to what space partitioning method could benefit a game like this, I would say Sweep and Prune would be the most efficient, given what the current game requires. However, a dynamic uniform grid algorithm like the one in the link below would allow the developers to introduce collision detection between monsters with little to no impact on performance.
https://www.youtube.com/watch?v=ELUZ60zZJzM