Here's some honest feedback on the advertising you've done so far.
First the trailer you linked. The first 10 seconds are near-identical shots of the same thing over and over. You have multiple shots repeated almost exactly (for example the castle flyby at 0:10 and again at 0:28; the castle gate clip at 0:36 is
identical to the one directly before it so far as I can tell). Every shot follows the same camera pattern and there is no real narrative (which I'd expect in a trailer completely lacking in all gameplay).
Super Dragon Dash could be a dating sim for all I know.
By scrolling through your Twitter for a minute or two I have zero idea how this game plays. The first thing I saw was "like Flappy Bird but with dragons" which frankly would normally be enough to make me close the tab. I kept seeing "dragon flying game" but, again, that tells me nothing about how it actually works.
A word on graphics. This game looks
very generic. I can tell you've put a lot of work into it but the average customer is going to see some standard medieval assets, cartoony characters and over-saturated lighting and write it off as a typical mobile game - fun, perhaps, but uninventive. A potential customer wants to know how your game plays
first - as in, within ten seconds of being informed about your game
. You've completely failed to communicate that. We've seen a lot of pretty assets but with the exception of that Flappy Bird tweet no explanation of what we'll actually be doing with them.
Yes perhaps they are, only thing is I must make revenue from the game in order to be able to continue making games in the future. Flappy Bird made so much revenue do to it's ease of use, allowing the most casual gamers to play the game and therefore opening up the target market by millions. That's the strategy I was going for anyway.
To continue making games in future you need a liveable wage. Flappy Bird clones will not make you a liveable wage. Flappy Bird was a freak success that was immediately followed by literal thousands of clones,
all of which have failed to make money.
You need to be the next big thing to get rich off the mobile market, you can't just imitate other people's successes.
Now don't think I'm telling you your game is bad. I haven't played it and while it may not be my favourite genre, it's clear you've put a lot of honest work into it. I'm not saying you should give up. What I
am saying is that you've failed to show your game's strengths in your advertising and are instead pushing a very generic-looking campaign. I mean no offence; I'm trying to be honest with you here because professional gamedev is hard, unforgiving work and advertising is a cutthroat world.