Still, it's incredibly hard to design something for everyone. Some people thought it was too hard, while others said the difficulty made the game extremely rewarding and that they really enjoyed it. Besides, when it comes to difficulty Saira can't come anywhere close to e.g. Mega Man 9 which I specifically enjoyed for it's insane difficulty. They didn't offer an easy mode yet the game seems to do well.
If I had more time, the game would have an easier mode to appeal to more people. I wish I had time to add it, but I don't regret how I designed the game considering my limited time. One person's frustration is another person's "finally a game that's not way too easy", and I've heard both the former and latter. I chose to appeal to the second group this time, because that's the type of player I am, and a lot of players I know are too. I can't stand many "big" games today where the entire first portion of the game is a long boring tutorial that holds the player's hand and repeats everything many times to make sure I don't get stuck, and then it takes a few hours before I die the first time. Even I'm forced to make my tutorials longer than I wish and remind them about features in the middle of the games, because people aren't good at figuring things out today. Mirror's Edge is an example of a game people expected to have this awesome flow like it ran on some auto pilot, then a lot of people gave it negative reviews because the obstacles were in the way and they would stop the momentum all the time. I think it was just perfect, it's just those reviewers who aren't good enough playing it. Machinarium is an example of a game where many puzzles was said to be too hard. I can't understand that, I beat the game without a walkthrough thinking that it was great! It's also extremely common that games today have great puzzles but have this sidekick character that almost gives away the entire solution, like in Okami. In Saira, the device solver is at least optional
Then, one downside of me trying different things in different games is that it does usually not not appeal to people who didn't like my previous game. Many WaDF players didn't like Knytt, because Knytt had no challenge or clever puzzles. However, Knytt found its own new group of players. Knytt players usually liked Knytt Stories because they weren't that different. Knytt Stories players didn't like Saira because it was so hard (but really, is it harder than Within a Deep Forest? That game is said by many to be incredibly frustrating, but it's still really popular) and usually gave it negative reveiws, but there were new players who liked Saira and the positive opinions and reviews started to show up. Same with FiNCK, it put a lot of people off due to it not being very atmospheric, but it's being downloaded a lot (the soundtrack is selling too although I admit I should have done the custom world support differently). I've just accepted that this is what happens when I release a new game, and that it'd be very boring to create games if this was not allowed to happen.