I really doubt a staffer would spend the time on it, but if a community member wanted to rewrite them (or just submit a fresh Lappy encounter) I'm sure it'd be welcome. I genuinely really love their design and was sad to see them go.
We do have that. Story Mode makes it almost impossible to lose.
(You can also turn on Visually Impaired Mode to skip a lot of the puzzles, too.)
That's my experience too but also, y'know, one-handed porn game XD
The presence of Difficulty options at all was a post-launch inclusion and was just formulaic for most of the game's life cycle. We've started doing a lot more with Dark Difficulty since... I want to say about a year, year and a half ago? I'd like to go back at some point and mod older fights to bring them up to the same standard.
Hopefully our future games can have more interesting higher difficulty settings.
I think part of the issue with difficulty settings is that it's hard to make them just enemies do x% more damage and the player does x% less. The most difficult fights in TiTS and CoC2, in my experience, are the ones where there's a gimmick. Janeria's electric damage and murder grapple, Sophora's shield bypass and damage resistance, Alissa's Sunder spam, Komari dumping a million status effects on you, etc.
These are things that are harder to adjust with difficulty settings. You
can do it of course, but I know combat tends to be very secondary to everything else for you guys, so I have no idea if that's something the dev team overall is even interested in.
If you are, my advice is to have difficulty settings add or remove more moves from enemy/boss movesets and/or make them more or less likely to use certain gimmicky abilities and passives. "Wall of stats" enemies that just have big numbers are fine in moderation but will inevitably be btfo by players who build around having a gimmick of their own (cough cough Dr. Lash). Even Eyslaine in CoC2, with his INSANE 60% damage resistance on Dark difficulty, is more of a threat because of his parry, silence, sunder and regen than because big health bar go brrr. Not that the huge health bar doesn't help, lmao.
If the team
isn't interested in all that though, I think most people will understand. At the very least, the difficulty toggle that bumps damage numbers up and down in CoC2 is still very much appreciated for people like me who want to struggle with the combat at least a little. Not ideal, but much better than nothing at all.