No, I just didn't feel like justifying your response with a real one.
Out of curiosity, since you are a 2hoefag, why do you think the hitboxes are weird? I've never experienced anything like that. Did you really think that the Muffet and Asgore battles were weak? I thought they were pretty fun and well designed tbqh.
Also - go play the genocide route, you'll probably like the final boss there (or just use a savefile editor to warp you there since you'll complain about the grinding to get to him)
The boss battles in general were allright, and definitely the best the game's combat had to offer, especially after I decided not to use consumables. I generally don't count stuff that plays a lot different from a shmup (sidescrolling segments vs Papyrus, bullet blocking vs Undyne, line hopping vs Muffet) in my assessment of bullet patterns and the like, but those elements were generally rather well done, if simple. It's mostly the generic random encounter combat that I found dull as dishwater. The boss fights also have pacing problems - they start off really easy and slowly ramp up, which means you spend the first half twiddling your thumbs, waiting for things to do. This idea of "ramping up" an attack is relatively common amongst bullet hell shmups, but in Undertale it just takes too long imo.
I could elaborate further on why I found the general mechanics to be lacking if you're curious. For hitboxes specifically, there's just no consistency in how big they are vs the sprites. Papyrus' bone endings seem to have no hitboxes, and neither do the "hands" Asgore uses to place bullets, but for other elaborate shapes, like the dog anvils, it seems like sprite = hitbox. I could swear that Asgore's small bullets have hitboxes larger than the sprite, but it's hard to know without per-frame analysis. If you want me to, I can compile a proper list during my next playthrough.