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In my experience, shoot'em-ups are easy to make, but hard to get right. Same with text adventures, only more so: while it's trivial to make a bad one, by the time you're done with testing, bug-fixing and polishing you'll have spent months -- longer than you would on some graphical games. Speaking of which: it's definitely easier to script a visual novel, but then you need to make or acquire all that graphics and audio.

At the other end of the spectrum, it took me several tries to even end up with a complete, playable roguelike. It's easy to get a little @ tromping around a grid bumping into walls; after that, difficulty spikes. And it's all programming -- no shortcuts to take! But it's very satisfying when it finally works.

I think that's the real measure of hardness. How hard it is to get the elegance and immersion to represent your genre and still stand out, you know? Like you said a Visual Novel is hard because it requires great story, art, and music, but a roguelike can generally  be forgiven on story and sometimes even art and music if the programming and behaviors are unique enough. So I think it's also subjective I guess lol.