The vast majority of your time is spent on getting the features in, getting the game to be what it should be and just working, that things like multiple iterations and tweaking the difficulty curve are just a luxury. You can go over the budget and swallow a loss to devote more time to the more neglected areas, but by over delivering you're doing more work for less money. Good developers do that, but there does become a point of ever decreasing returns, where the extra hours being thrown at a game aren't giving you enough back in terms of cost vs quality.This isn't just a client based issue, even if you're doing a game for sponsorship you've got to have one eye on budget. You know roughly what your game will bring ( Whilst secretly hoping for more ), and you have to avoid slipping into making that magnum opus which will only ever at best earn a fraction of the development cost back. If it's a business then it's got to be about the money as well as the art.This is sometimes why a game isn't as feature complete as you would like, this is why you're aware that "If you did <whatever> it would be better", but unless that avatar on the forum with all the wise words is going to pay you for that extra time, it's not going to happen. It's not a lack of love for the project, or ability, or vision, it's called paying the rent.
Again things like tweaking the difficulty and testing are hit. Yes, if you press the mute button over and over the title screen hangs, thanks for finding that and pointing it out, I just wish I had the time to test that myself rather than just doing everything else.
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