I love me my pixels. Nothing beats the crisp style of a good pixel art game, and I feel like artists are always at their best when they have to work around limitations, artificial and self-imposed as they may be in this particular case.
I kinda get burned out on low palette and super low resolution games that go for NES and below graphics - rarely even close to the 2600 chunky style - but once in a while that's pretty nice as well. Nothing I'd want to play too often, but still nice. Best look for me, personally, is probably around (PC) ModeX/SNES so maybe around 320x240-ish with maybe 256 distinct colours to the palette. If the artist(s) really stick to those limits and properly hide the 3D underpinnings of most modern engines (and use proper pixel fonts etc), the result is quite gorgeous. I'll never grow tired of that. It's also probably near the upper limit of what your average small scale Indie project can manage without siphoning off too many resources from vital parts of the game. That "Mid-def" pixel stuff takes a whole lot of skill, and far more importantly loads of experience and a certain instinct.
I mean, bad pixel art is bad, that much should be obvious, but damn if I ever grow tired on cutting myself on the chunky limited-colour goodness of good pixel art in games.