Hmm... I wonder...
I might be able to take advantage of the YT algo to get my game out there.
Thumbnail could be that painting of the main antagonist. It's mysterious, cloaked, dark, and he has a wicked almost cheshire-like grin.
Then the title could be something along the lines of "I spent 9 years making this game..." or "This game took nearly a decade to make..."
I'd set up a script to talk about the game and its development in a sort of dramatic but historical way, make the video at least 10 minutes. Basically like a little documentary about how the game came to be.
I see a lot of videos like this from random channels being recommended to me all the time. Their other videos will have a much lower view count comparatively.
Think it could be a viable strategy.
@beardalaxy You should share your game on as many forums as possible. OpenGameArt has a subforum to show off your game (you have to use assets from their site but you can cheat the system by sharing some of the assets that you created). RPGCodex also has a subforum dedicated to RPG projects. There is also TIGForums but they don't seem as popular as they use to.
https://opengameart.org/forums/show-your-project
https://rpgcodex.net/forums/forums/codex-workshop.37/
https://forums.tigsource.com/index.php?PHPSESSID=l8144e4qac4j7sekk6alf1c4f3&board=17.0
Imageboards are also a great place to show off your games, but you need to admit that your are shilling your product because some people don't take kindly to it.
@xianc78 Yeah, I'm not a really big fan of shilling, I only bring up the game when it makes sense. I'd also rather not post the game on places I don't plan on being at least somewhat active. I'm on RPGCodex, I still need to post my game thread there though so thanks for the reminder! I've also got it on RPG Maker Web and RPG Maker Net, which are obviously very much geared toward RPG Maker games and where I expect to get the majority of my players.
@beardalaxy Also, to comment on this post because I don't see anyone replying to the roguelike part: level editors in a roguelike actually do make sense. You can have what is basically a configuration tool that specifies things like the tileset, how many floors are in the dungeon, what kind of enemies will spawn, which algorithm would be used to generate each floor, etc while having the rest be randomly generated.
And roguelikes can have predefined maps for some parts. Towns and the overworld can be predefined, while the dungeons are randomly generated. PMD and Angband have predefined overworlds with randomly generated dungeons.