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Higher frame rates will improve camera and character movement smoothness and decrease input latency. Hollow Knight is a great example of this, it's not bad at 60FPS but play it at 144FPS (or higher) and it's drastically smoother and more responsive.
Looking at movement in games at less than half of the hz one is used to can straight up be headache inducing.
It's like, imagine all those games you play at 60fps suddenly being locked to 24fps instead. It'd feel relatively chunky and your eyes would hate it.
for a 2d pixel sidescroller, all that needs to be high framerate to improve the feel of the game is scrolling and sprite transformation. not the animations
For those of us who played pixel games in the CRT erea, I wouldn't say it's so much snobbery as we're looking for the same smoothness of background and foreground elements as they move across the screen. At 60fps on a sample and hold display (LCD, OLED, etc.) you don't really get that same smoothness below ~240hz or 100-120 w/ BFI enabled. This is something that's independent of the frames of animation. If you were to play Super Mario Brothers on a CRT and then on a flat panel @60Hz... and then on, say, an OLED @240+ Hz, you'd see what I mean if you were to look at objects or even bricks as they scrolled by.
So as far as Team Ladybug games, I guess like a lot of Japanese pixelart devs, everything is locked at 60fps?
EDIT: Figured out @Emmy was talking about the Lossless Scaling Steam app, which turns out to be incredibly good. Still wish the devs could get with the times and support higher refresh rates/uncap 60Hz limit.