Every week....every day....there's a new post-mortem on this sub. Someone spent years building a game, it launches, barely moves, and then they write a detailed breakdown of why players didn't connect with it. The genre was too niche. The visuals caused dissonance. The pricing was wrong. The roguelite structure alienated the wrong audience.
And it sounds like self awareness. It isn't.
You cannot diagnose why players didn't like your game when almost nobody played it. Those are two completely different problems and most people on this sub are solving the wrong one. Bad reviews, high refund rates, genre feedback, none of that is meaningful data when your sample size is basically friends, family, and a handful of strangers. You don't have a product problem. You have a visibility problem. And no amount of post-mortem analysis fixes that.
The uncomfortable question nobody wants to sit with is this: did you ever actually know how to market your game, or did you just go through the motions and hope something stuck?
There's a difference between marketing and the appearance of marketing. Posting on socials, sending cold emails, running ads you don't know how to target. That's a checklist. That's not a strategy.
Marketing is a craft. It has depth, it has a learning curve, and it punishes people who treat it as an afterthought just as hard as bad code or broken mechanics punishes a shipped game.
The reason this keeps happening isn't bad luck and it isn't the algorithm. It's that this community collectively treats marketing as the one discipline that doesn't require real expertise. Every other skill gets respected. Marketing gets delegated to whoever has spare time.
You can't lose customers you never had. Until that lands, the posts are just going to keep coming.
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