During one development, we focused on hardcore strategy, but 90% of new players left within 3 days. Later, we added "light mode" and "newbie map", and the retention rate increased significantly.
The solution is different in each game, but here’s a couple of my thoughts:
Good ideas all around! I would suggest allowing hardcore players to "flex" a bit, either through an achievement system or a handicap setting. A casual player can play the game just fine from start to finish without having to select "easy mode" and feel like a noob, but a hardcore player can 100% or speedrun if they so choose. Beat the next level without jumping, or only using one kind of attack, or in "melee only mode". Agreeing with Afloof.dev, optional challenges that make hardcore players feel like they accomplished something, without alienating new players or making them feel like noobs.
Thanks for the great ideas. I struggle a lot on setting the difficulty in my games; especially action ones. Testing our game many times makes us, game devs, very proficient at playing it.
If a game has high scores, you can raise the difficulty based on the current player achievement thus creating a dynamic difficulty curve.