Your AI game needs a way to meet its first players
Finishing a game and helping someone discover it are two different jobs. I'd make a plan for the second while the first is still small. You don't need a huge launch campaign to find out whether a stranger understands why your game might be fun.

Pick a person and a promise
Describe who might enjoy one round. Be more specific than people who like games: someone who likes short spatial puzzles, for example, or quick platforming challenges they can share with a friend.
Then write one sentence about the action. Redirect a beam to unlock the exit tells me more than an innovative AI-powered puzzle experience. The way you made the game can be interesting, but the player still needs a reason to press Play.
I'd use that sentence to choose the first gameplay clip. Show the action and its result early, with enough context to understand both.
Make the first visit a small experiment
Prepare a working link, a short description and one clear clip from the actual build. Share them where that kind of game is welcome, following the community's rules and participating as a person rather than dropping the same promotion everywhere.
Ask a question that matches what you need to learn. Can you tell when the exit unlocks? is more useful for a first test than Would you buy this?
Keep a note of where you shared, which build people saw and what happened. A few responses are observations, not a market forecast, but they can still show you where to look next.
Follow the point where interest disappears
If people open the page but don't start, inspect the promise, loading experience and controls. If they start and get stuck, watch the game. If they finish happily and leave, decide whether repeat play was actually part of your design.
I wouldn't treat a quiet launch as proof that the game is bad, or assume that better distribution would solve every problem. There are several possible explanations, and each suggests a different next test.
My next step would be the smallest change that helps distinguish them: a clearer clip, a faster opening or a simpler first room. Discovery becomes much more useful when it produces learning you can put back into the game.
Sources & further reading
- Reddit: a developer compares launches in 2014 and 2026 — accessed Sep 9, 2026
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