>>719243938
everyone always says marketing but marketing is a much bigger task than you may think. 4chan likes to laugh and point at overinflated game dev budgets, with marketing taking up the bulk of the costs, but it's like that for a reason. even if you have a finished product, it's important to do market research for what is topical and popular, not necessarily to copy that but to package your product in such a way that it promises to meet the demands of the market. you might say it's simple enough to spam your game on 4chan or other social media sites, but it needs to be done in an intelligent way so that it doesn't feel like an advertisement. each social media site has its own rules for what is acceptable as well, with most subreddits banning you if you post something you made yourself, as it can be considered an advertisement. also most coders have autism, so it's always better to bring in someone who can do the marketing for you. of course, indies would lack the budget.
>>719229341
This doesn't look like something I would play, though I'm not a huge fan of puzzle games anyway. If you take a look at similar games, portal, the witness, whatever, all of those games use a visual style that is very legible. you have all these textured grates, these cubes with led strips on them, it's a very busy look. couple that with gravity shifting mechanics and it's just nauseating to look at. there's a lot more to it than that, but your game lacks visual appeal. I'm not saying you can't do a sort of busy mechanical look, but it needs to be done in such a way where It isn't distracting. I suggest relaunching the game like the other anons, but adding an anime girl to it and changing almost nothing besides a better trailer. and screenshots. Just put one in the corner like the citadel dev, and have it bounce up and down when you walk and stuff. Add fall damage and voice acting so she can die painfully. make shorts of her dying and put it online, send copies to streamers.