real flow breaker
See, that's key for me.
I want to be pausing, thinking about jumps, consequences for actions taken. There’s a sense of reward there for a series of hard jumps navigated, for pondering just when to jump and swing and land safely. There’s nothing—absolutely nothing to me—in breezing down a Portrait of Ruin corridor for the millionth time and auto-jump, auto-dispatch another series of placid enemies in box-like rooms, which is effectively the most action the game has to offer.
When you've got a set jump, like in Castlevania IV, the player has to better plan how they attack or negotiate the stage or environment. If you jump toward a chasm and you fall in, hey, you should have better thought about where you were jumping. Part of the charm with old-school Castlevania is that with the jumps, pits and traps, you get a feel for being the hero and a truer sense of immersion in the game (edit: should say whip swinging really added a lot of value in that dept. too).
It isn’t perfect in the controls dept though, don’t get me wrong.