Lets break that down. Again, mechanically, in play, it's a very different game. Same core concept, a lethal push-your-luck game; but mechanically, at their cores, two very different games. Simplistic graphics that none-the-less have very distinct artistic styles with the sole similarity in that regard being nostalgic, psx style vibes, and psx has a very broad range of styles.
The styles of BSR and this game are very different. SIDE EFFECTS is trying to juxtapose a quiet, bright, sterile environment, with cruel lethality. Your opponent isn't the devil or a monster, just another victim of the system, another "Subject" albeit a cartoonish one with realistic-ish teeth. It's calm, collected, and horrifying. BSR is horror too, but of a very different brand.
You are presented with an overstimulating environment then led into a dark, dingy, backroom, but still can't escape the pounding music. All the better for the noisy and chaotic game you've sat down for against a being who has allegedly killed God. The game is tense in every moment, but still, in the end, a game.
You pop the occasional coin-flip healing drugs, but you're also drinking, smoking and killing with the devilish thing that is the Dealer; and indeed, he is the dealer, he is in control for the duration of the game, getting more frantic as he loses.
The only thing "Low Effort" animation proves is that a dev is more confident in their programing than in their modeling and/or animating. If it's truly that simple and "low effort" to make a push-your-luck game with different mechanics and style and models, you do it. Or provide constructive feedback rather than calling things "good for a game jam" or "copycat"s or "overpriced."
Notably, I don't think anything about this game is low effort. game dev is hard, the visual elements being the hardest part, and this game looks GOOD. It knows what its doing with its visual style and that looks better than just trying to "look good" or look "high effort."