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On a 3d environment/animated game this of course would not be the case and higher framerate would reign supreme.
This again? Please don't talk if you don't know what you're talking about.
Not a single respectable developer lock their animations or game to a framerate, they will use framerate independance, locking your game to framerate is and should be in the past.
I do in fact know what I'm talking about. Unless the devs have programmed 2d sprite animations to have higher than 60 frames of animation nothing will appear more fluid at a higher refresh rate. This is not a 3d game.
Lol. Yes they do lock them when the sprites are handmade and the animations are handmade. These are not 3d objects/animations that render and move smoother at unlimited framerates.
Once again, you have no clue what the framerate affects. The animations could be 30fps for all anyone cares.
Dynamic particles, the camera movement, and even the characters moving across the screen can all be affected by the game's framerate being higher, despite lower framerate animations. The camera one is particularly very much noticeable. Stop spreading misinformation with "it doesn't make a difference lol", it does, regardless of it being 2d.
This is not a 3d game. 2d animations, sprite work, and 3d have different concerns, especially when the original game was almost certainly using framerate for timing, and uncoupling game logic from that is an absolute massive undertaking, even when you are 'rebuilding from the ground up'.
If the fps is locked at intervals, it's usually because things begin falling apart if you let it outside of certain bounds. This isn't the type of game that is going to see any real improvements from being at 144hz anyway.
IIRC Risk of rain and RoRR are both in gamemaker, and I seem to remember it is an engine related limitation, as the engine (at least used to be) designed around framerate timing instead of delta timing. I'm unaware of any gamemaker engine games that aren't hard capped at 30 or 60.