If you released a game with no market research and under the naive expectation that "if you build it, they will come", you likely learned a very painful lesson.
There needs to be a market for what you're writing, you need to find and reach out to this market, and you need to entice them by providing more value than the spare $X they have in their pocket (plus, you need to communicate this so that they realize this).
You also need to realize that small differences in quality can lead to huge differences in interest, ESPECIALLY given how "copycat" your game seems appears from the homepage. If your game is only 1% worse than the other game I'm interested in, I'll probably give the other game 100% of my free gaming time (others may not be so extreme, but you get the idea).
Marketing/sales folks exist for a reason. You just figured out why.
There needs to be a market for what you're writing, you need to find and reach out to this market, and you need to entice them by providing more value than the spare $X they have in their pocket (plus, you need to communicate this so that they realize this).
You also need to realize that small differences in quality can lead to huge differences in interest, ESPECIALLY given how "copycat" your game seems appears from the homepage. If your game is only 1% worse than the other game I'm interested in, I'll probably give the other game 100% of my free gaming time (others may not be so extreme, but you get the idea).
Marketing/sales folks exist for a reason. You just figured out why.