The Ambrosia game portfolio's biggest impact was just being so much more polished than Mac games typically were at the time. The publishing model, I suppose, afforded them the resources it required to make everything really pop.
I remember the first time my brother and I ran Maelstrom. The splash screen was hypnotic. I was like, "Computers can do this?"
Back then their Zeus logo had me thinking they were a team of like a hundred people.
Also, I probably wouldn't have spent any time in ResEdit if it weren't for games like Ambrosia's that encouraged folks to make custom sprite and sound packs.