I get that completely, and I honestly agree with you.
A lot of the projects people find most interesting are usually the more ambitious ones, but that’s also exactly where things can go wrong. Bigger storylines, more mechanics, more branching, more depth — it all sounds great, until the scope starts fighting back and the dev realises they may have built something too big to handle.
I feel that myself with my own project. I’ve got loads of ideas, but I do have to stop and ask whether they actually fit the game, whether they make sense to anyone else, or whether it’s just me getting carried away because I’m too deep in it. That can be a real danger, even with “just” a visual novel, but even there, story structure, routes, variables, mechanics, UI, art, all of it adds up fast.
And yeah, when people are supporting through Patreon or similar, I completely understand why that frustration gets even stronger. It’s one thing to lose interest in a project as a reader or player, but if you’ve actually backed it and believed in it, only for it to stall out, that’s a different level of disappointment.
And like you said, the really annoying part is that it’s often the more unique, riskier, more interesting projects that fall away, while safer or more generic ones are the ones that manage to survive.