It's not about being "easy", it's about being about to finish and deliver what you started and promised.
I'm not ashemed to say that at least 30% of all my indie games I started I was NOT able to finish because they endded up taking much more than I could provide, given my time, money and experience at the time, all because I envisioned a lot more than what I could do... so I ended up having to scrap back and restart the cycle again and again eventually giving up the project once the idea got outdated and/or already explored by someone else