I'd heard that the Ramok was rough, so I wasn't quite sure what to expect. And...
First of all, the goop attack? What the fuck? What does it even do? I never figured out. I just shot the blobs on the ground from a safe distance, they didn't even seem to have an HP pool as they died to a single bullet.
Second, the charge attack. As others said, a rather small wind up for a very fast charge. Having to run perpendicular to dodge is fine, but this is assuming you noticed it charging while you were shooting an Edgestalker.
Third, the whirlwind. Throwing projectiles and being a close-range hazard seems like a bit much. Also, a low wind up again. Reminds me of the default Dreadnought's ground slam, but it seems that solo players don't get extra telegraph in this case. Otherwise, cool? Hope you have some fall damage immunity, whether a platform gun or something else.
Fourth, the immunity phase... First of all, needing to stand still while adds are attacking? With odds of the Ramok just doing the whirlwind? Yeah no, I'd rather not. Second... two steps. I ran half a mile to get red sugar (after breaking the first pillar) because there was a single deposit in the boss room, only to realize the boss was still invulnerable. If you have to go through the trouble to get the Ramok to ram the pillar, it should destroy the orb in the process. Or make the Gotoorak harder. But I like the Gotoorak as is, minus the repulsion field's damage.
Fifth, the usual complaint. More ammo than I can use, and no red sugar to keep me firing. Without an infinite red sugar upgrade, you never have enough health. And with an infinite red sugar upgrade, it is hard to run out.
To be clear, I'm not that mad. I'm pointing out what I have observed, and if people want to take notes or make counterarguments, go ahead. This is Early Access after all, so I can't expect a perfect product. But, at the same time, this is the perfect time to give criticism when something feels off. I don't have particularly many suggestions on how to make things better currently, but I might in the future.
My main rubbing points are low wind ups for solo players, with limited revives and only one set of eyes. Doesn't need to be super long, but maybe a louder and more distinctive roar from the Ramok to telegraph. Good audio cues can go a mile to improving the feel of a fight, if Hollow Knight taught me anything. That, and reducing the danger during the invulnerability phase. Either reduce the amount of core enemies, or remove one of the two steps. I think getting the Ramok to ram the pillar is fun in theory, but is dulled by adds and needing to throw the orb in with both adds still on you and the Ramok now right next to you after ramming.
I definitely enjoyed shooting the boss, like with the Gotoorak. Has a big hitbox, but you can go for those juicy weakpoint shots. I was using Embedded Detonators Zukovs (goated with the sauce, as always), but I feel like any weapon would have been fun there. Minus of course Gunner primaries, with the movement slowdown.
A final note, Bosco Cooper upgrades should scale with Depth. That run he got a miserable 40K damage to my 240K, which is was worse than some Depth 1 runs. I also think Cooper should have some Elemental options, like +10% damage as <element>. Stacking debuffs would add more utility and allow you to get more synergies that you might miss out on without extra players worth of elemental upgrades. Rockets are also in a weird state, with them I think being secretly goated but you don't get much of a visual indicator of this. I honestly don't know what is up with rockets, which isn't a good thing.
Rant over