One reason for this is that to make something worthwhile, you have to sacrifice a lot of palette indices. This leaves very few colors left for static parts of your image, especially on a 32 color Amiga screen.
A few games used it for "free" animation-like effects on title screens and similar semi-static displays.
Jim Sachs used it a lot on Amiga (Defender of the Crown, Ports of Call) for things like water and fire, where relatively short cycle ramps can produce good results. His best color cycling work is probably in the unreleased 20,000 Leagues Under the Sea:
Mark Ferrari achieved even better results (IMHO) but he had higher resolution (better dithering) and 256 colors. Although striking, it was still mostly used for the same kind of effects Sachs did: water, clouds, snowfall, etc:
A few games used it for "free" animation-like effects on title screens and similar semi-static displays.
Jim Sachs used it a lot on Amiga (Defender of the Crown, Ports of Call) for things like water and fire, where relatively short cycle ramps can produce good results. His best color cycling work is probably in the unreleased 20,000 Leagues Under the Sea:
https://www.youtube.com/watch?v=cVnOAy_9VMU
Mark Ferrari achieved even better results (IMHO) but he had higher resolution (better dithering) and 256 colors. Although striking, it was still mostly used for the same kind of effects Sachs did: water, clouds, snowfall, etc:
http://www.effectgames.com/demos/canvascycle/