It's really tough to design a game, prototype it, ship it and fix all of its bugs. It feels like that should be the end of the story and that - if you do all of the above well - rewards should be yours. Execution, not ideas, etc.
And yet in all likelihood the media and the public will react with apathy. The fault is likely not with your coding skills, production values, the quality of your music or your design. It's with your approach. You are telling a story which is all about you.
'Me Me Me', your story cries, look how cool I am. Look how quirky I am. Look how awesome I am. Now pay me. That’s a product story, but it’s not a marketing story. A marketing story is about them, not you.