Put it this way: One pregnant woman gives birth to one baby in nine months. You can't just get another 8 women and then get the birth to happen within one month because you've now more resources allocated. This is so self-evidence yet managers will decide that throwing more programmers at a software project (or artists, or money) can half how long it takes and that's been proven decade after decade to be a fallacy.
A little off topic but in my opinion, that's a result of managers not knowing how things, particularly reality (which is why it's important to not just understand the theory of something, but also understand it in practice), works with seeing other people as tools to make number go up. When you get use to a certain amount of abstraction, you tend to reflexively think that everything is a supply and demand problem. I think my favorite example of this was a MIT coursework I was watching on minimax and alpha beta pruning where the professor did some quick math. To brute force all the possible combinations on a chess board, it would take the processing power of the same number of computers as all of the atoms that physicists can calculate in the universe, running 24/7 since around the time of the actual big bang.
But back to
mbRjpZLD's complaint, that's just the way it goes. Sometimes, to get things to move faster later on, you need to spend more time in the beginning. Sometimes, you think "I can do something better/faster than that X" and then try it for yourself and find out "Well, no, no I can't. Maybe X was right in how they're doing things." Even if someone else comes along and tries to reproduce that someone has done, the reproduction would be faster initially because you're looking to reproduce the solution that has already dealt with/handled problems that may not be obvious. But as time goes on and the copy is trying to go in its own path, it'll run into other problems that the original won't.
All this is to say that even if one of the original reasons for this game to exist is Oni's speed in releases, given that the game now has a completely different goal and completely different style, its unreasonable to expect updates faster than original because it's pretty much comparing apples and oranges. With that said, I'm not 100% sure if speed of was one of the reasons that this game was started. Maybe
ShinyBoots1993 can answer on that. I was always under the impression that one of the original frustrations with RLE to cause the creation of this game was the inability to mod RLE without it breaking on every new iteration due to the constantly changing code and/or bad code. Everyone wants things to be faster, especially the creators/makers of something because working on the same thing day-in and day-out can be exhaust even if you do enjoy it. But it helps no one, and more often than not, hurts progress to complain about speed as that urges shortcuts that, while faster in the short term, will cause problems outweighing the speed advantage in the long time. Which is one of the reasons why triple A games are so bad these days. Wanting things faster has been dubbed many things, crunch, bioware magic, etc. And more often than not, it ends in horrible results. Quality takes time and it's never guaranteed. Thinking otherwise is putting your own selfish desires (which we all have) above reality. And that never ends well for anyone.