One of the things that stands out when you play 'hard indie' games is the design process seems to really fail to grasp previously demonstrated good game design. Megaman X came out like, twenty two years ago, but you still rarely see good tutorial levels even to this day. Game design constantly struggles to articulate to the player how the game works, and the most mind-blowing thing is the predilection toward killing the player.
I mean, I get it. You heard you want to make the game hard, so the game is hard by killing the player. Checkbox, little animated check going in it. Grats. The problem is, man oh man, getting killed in the tutorial while you're trying to figure out the damn controls is just so obnoxious. If you're dying, shockingly, you're not really learning. You're re-loading.
There Was a Cave Man has such a tutorial level. The controls and scheme aren't bad - actually, I really like them - but getting down the rhythm of the dash and double jump takes more than the 0.13 seconds the game gives you before it starts trying to murder you. I really don't get the appeal of this sort of thing.
I mean as I write this, Fallout 4 just came out, and 1.2 million people on steam were playing it last night. Does Fallout 4 give you, I don't know, more than ten seconds to get a handle on things? Sure, Fallout 4 has no doubt a host of problems and I doubt I'm buying it til, I don't know, 2018 or something. But there's something for a product being immensely more complicated and yet far more willing to be approachable. Game difficulty was built around artificially extending the longevity of a product, not necessarily enjoyment in and of itself.

