Everything takes time. An easy mode need to change the topography of all levels, and requires alternative variations of all the puzzles. On top of that, the second common complaint is that the game is too short. Now, Saira's development time would have been much longer if I wanted to "fix" both these things, and we were only two guys doing most of the work, the game was already pushing my capabilities. If I listened, Saira would either still be a game under development, or even worse, a game that would never be finished. Worth to mention is that the most common mistake among "small" game developers is to attempt to create too large games with too many features, and for every game released there's dozens of games that developers failed with due to taking on a too big task. Having spent so many of my first years on never-to-be-seen games like this, I know that I must ignore most of the ideas that pops up in my own head to be able to get anything done at all.
Still, people want my games with more difficulty settings, with more length, or more features. For games with customizable level editors, I get requests for customizable characters, enemies, or as it was suggested in the "the community is dead" board, that it would be great with a Knytt Stories editor with more customization so that entire new games could be built out of it.
From your perspective, it probably looks like that you know an improvement that would make the game better. You want me to implement it. Try to see it from my angle; I get tons of suggestions, opinions, and complains. I get them on this forum, by msn, by email, and in person, about every game I release and have released. I know I can only pick to a tenth of the suggestions and still be able to finish my games. I know some people will feel unappreciated because I didn't pick theirs, and I can't fix that without sacrificing something else either. How can I explain that I appreciate you casual gamers too, and still won't implement this in Saira?
I made sure that the demo both contained complicated puzzles and timed platform sections to make sure the player wouldn't be mistaken about its difficulty. The best suggestion I can give is to try the demos. In the future, I might create a game with a difficulty that's right for you!
Admins, feel free to lock; everything have been said and at this point the arguments are just on repeat.