Perhaps this implicates that I'm an awful artist and using low-res art is a good way to hide that fact?
Mysterious!
I can't really argue with what you said, I'm quite certain that as the developer of the game I've become completely blind to what looks good and what doesn't. However, I disagree with the 'fidelity' claim - I'm actually not entirely sure what you mean with it. If we look at the GIF you linked, the quicksand is literally two colours tiled a repetitive pattern, and so on - I'm not really sure of how to react to a claim of the game's visual fidelity decreasing over time, because I think it's been very low the whole time. (Also I find it a bit sad that you chose a GIF with no background to get your point across!
) Also also stuff like the temple tiles and skeleton props were mostly designed before I started working on the game, so in case the claim of lower-quality-over-time falls over those as well, I really don't know what to say other than that in reality I'm not very good an artist.
Also also also also also also
Uhh... Hmm. Oh well. I guess there'd be a whole arsenal of witty responses that I could use that all boil down to "I'm too lazy to fix them, deal with it" except with varying degrees of kindness/rudeness. However, I'd rather just ask a question to maybe get an idea of where the problem lies. When you look at the latest screenshots etc., is the problem with the enemies? Just the larger objects? Are also the tiles awful in the more recent screenshots?
Does this
look thoroughly horrible to you, or is the inherent horribleness related to certain details about it?
EDIT: Thanks for the very informative discussion!
post-facelift: