Thinking a bit more about this "issue". Recently I've been going through my whishlist in chronological order in a quest to clear it a bit.
I've been trying-playing some 201x games, often indie, and the pattern is the following:
Good or charming art style, decent or even good music, often try to copy an older formula and refresh it... but in the end they tend to fall short in the balancing+progression+pacing part, to the point that a lot of those games would be improved if they didn't try to do so much or by just being shorter.
Which made me think about that game "Vampire survivors" (2020), ah yes, the irony, the market reacted, in retrospect maybe it reacted too much heh, because it spawned a whole new genre.
Another genre that tends to solve this issue, balancing+progression+pacing, is the roguelike/lite genre or at least if it's not done properly it becomes obvious very fast (also they tend to be cheaper games).
Ironically my initial issue of "waiting for games to be completed" it's also somewhat solved by these game genres, because these are games that always need to be started from 0 and the most successful are easy to pick up or easily enter the territory of "like riding a bike".

RT: https://poa.st/objects/69839897-4b25-4dd6-8ac8-d66df5e1eeec
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@kamehamic
Rogue-like is an unironically revolutionary idea when it comes to game replayability. And the formula is actually just a single lootboxy mechanic that can be placed anywhere.

I kinda want a roguelike racing game, where you spend money on part-cards after each race. It would make the tournaments so much more interesting again.

@LukeAlmighty Thinking about it... Death Rally is like that, a lot of older games are like that... huh
One must fall it's like that but it's a fighting game.
Of course these examples are older games and are more grindy/harder compared to today's standards.
There is probably¿ a remaster/streamline/remake¿ "gold mine" for this type of old games.
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