I chose Temple of Now because why choose a dusty hole in the ground when you can fight demons summoned by mankind's collective consciousness?
I kind've expect Infinite Now to be based more around intrinsically understandable things. It's supposed to historic stuff, and there's a *lot* of weird history, but it's all available and the more interesting bits tend to be decently known. Most people will probably get exactly why Hitler breaks into crying about his failed career in art. Even the more obscure stuff will probably be a wikipedia search away from having some explanation of the why. It's human history, so it will feel more human.
Holegame seems to be at least in part inspired by Made in Abyss, which itself is kinda like an anime take on Roadside Picnic, if the titular roadside picnic had been a drive-by shooting. That means it'll probably be a lot more alien and strange. Plus I think an exploration game about descending into a cursed hole which rips away at your life and humanity if you try to return from its depths
is really cool, if Dubs chooses to emulate that. It just sounds less like a traditional dungeon crawl. Most progress will, by nature of the environment, be downward, and it will probably be much easier to forge ahead than to retreat backwards. The linear nature of a hole provides a constant metric for danger--current depth--and lends itself to the emergent mechanic of the easiest path always being into more dangerous and fantastic places. Infinite Now might have neat emergent mechanics, Dubs is good at coming up with new stuff... but they aren't clearly obvious to me.