I tend not to add "easy" levels to my games, and any tutorials are typically as barebone as I can make them.
Personally I think that if you’re someone who plays my games, each and every week, then having to deal with a half dozen tutorial levels each and every week would be dull and boring!
So, instead, my games tend to jumpstart into the "good" bit, instead of pacing things a bit gentler.
As such, most "newcomers" to the world of AGameAWeek seem to find things a bit harder than they’re used to.
It's nothing bad, it's just that over the past decade or so, everyone's got used to having the guiding hand for the first few levels.
Taking it away is a shock to the system!
As for "Biscuit", even I'd agree that that game's difficult.
I developed it using a cheat mode, so I could get the game working right, and knew that the levels were doable.
Then I turned off the cheat mode, and went "oh, crikey, that’s a bit hard!!”
But I left it how it was, because.. mmm.. super hard puzzler!