I do this too. I recently used ‘upgrade to 6L38’ as an excuse to get reacquainted with ALL my [i7] code, and ended up deciding that the game that I had left unfinished a couple of years ago is much closer to completion than the one I’ve been working on which I really don’t want to release prematurely. The second one ‘felt’ like the right focus because I was recently familiar with the code, but once I had both sets of code in recent memory, I realised that the second project is in fact more complex (even though it’s still only 4 rooms) and will take longer to do justice than just finishing what I had started before, which I had brought it pretty close to completion before I put it down. After all I had already run it through a (disastrous) playtesting round and everything. Now that I’ve had distance from it I see that I need to scrap the tiresome storyline that interested no one, keep the actual game environment and just release that for its own sake, building a new fairly light, mostly demonstrative plotline on top of that, which will not be a lot of implementation work: just a bit of creativity. It is definitely close to release. I just got discouraged earlier and put it down for too long. Now, because of the upgrade task, it’s back up.
So sometimes those drudge tasks — and upgrading past 6G60 can be quite the drudge task — can teach us things, or just plain keep us acquainted with every part of our code, so that it’s easier to see the challenges accurately and decisions don’t get made in quite the same way, so it’s more important than it seems.