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While dying on the adventure path is pretty alright and with every death you still advancing slightly forward or at least learning the map better (until you found some item making your life much easier) - dying against the boss for more than a hour nonstop is wasting of time (and consumables) and knocks you out of the track... You can train and learn pattern and tactic but failing with the timings will be ruining your whole life because this is not the thing everyne can practice easily.
Upgrades are helpful but bosses are already balanced against fully upgraded fox. Consumables/bombs barely helping against bosses (and they are taking a weapon slot you will not have time to fill with something else in combat) while regular enemies are pretty beatable without consuming anything, so 90% of the game is about pulling enemy towards you and beating the sheet out of him with your sword, both against regular or boss enemies
I'm really starting to think I've been playing a different game that has been way easier than what other have been playing.
Other than Breath of the Wild, Zelda games respawn defeated enemies either as soon as you leave a map square or after you move enough map squares away. Dying typically undoes all of your progress since your last save. And Zelda potions don't refill when you save your game or visit your house, you have to pay money to refill them.
I understand the urge to compare Tunic to a Souls-style game but it really isn't. Dropping 20 coins is barely a slap on the wrist for dying.
Bottles have been a thing for a long time but you have to backtrack and manually refill them instead of getting them filled on death.
As for bonfires, campfires are in Breath of the Wild, I wouldn't count it.
On the other hand bonfires are no different than having to restart at the entrance of a dungeon when you die with all enemies respawned (also happens when you leave and come back to fill those bottles btw like a worse resting at a bonfire).
Still I do think this is more for a Zelda-like fan but I think you can see plenty of crossover.
As for combat, it really isn't different from LoZ combat.
As an aside, artificial difficulty is a poor term. what you really want is poorly implemented mechanics. I've seen mechanics get called artificial difficulty in one game and praised as proper difficulty in another. Games are artificially difficult by creation.