+1 on the site - very poor effort, shows a general lack of care, commitment, or even understanding of how others might perceive you and your work. Hire a pro to sort that out and that's half your marketing battle won already.
Secondly, some market research and a little speculation on who you're targeting, who they're
targeting, and where the money ultimately comes from. I know you're a great fan of working to the lowest common denominator and running on 1+ billion ancient Java phones running MIDP spec JVMs, but you may need to completely rethink that model in the light of the flow of cash through the particular ecosystem you're looking at. My thoughts on the matter have run thusly (directly the opposite end to your thinking, I am aware, but bear with me):
1+ billion crappy phones are out there, but
, the vast majority of these phones are sold into economies where a) everybody is seriously broke as a broke thing compared to us decadent Western types and b) as a result of this they tend to have rather relaxed attitudes
to obtaining software in exchange for money. Rapidly 1 billion phones becomes a mere million phones belonging to the kind of people that actually pay for software (yes, seriously: even on the desktop we only have a 1% conversion rate). Of that million phones, how many people want to play games? How do you even reach those people? They're in places that are hard to reach in the first place.
So that's the people at the bottom of the ecosystem you're looking at: a million people in the whole world who might be willing to pay for software and who actually have the money to do so. Total speculation about the %ages but you can bet it's not even vaguely close to 100% of 1 billion.
Those million people are therefore the target for developers for whom you
are targeting your software library stuff. They're already pretty well served by MIDP anyway, and most of 'em, like myself, prefer to roll our own code to do the things we want anyway as we have a fairly clear understanding of the problem domains in which we move. My own sprite engine stuff for example isn't much use to mostly anyone else except as a curiosity as it's heavily geared to doing things exactly the way I like to do things (the whole toolchain from start to end). This is why I've not used libgdx and so on - it doesn't fit how we do stuff.
Each developer you're targeting with your library is fighting for a slice of the game pie amongst those million potential customers. Most of those developers are therefore themselves 3rd worlders - and just as broke as everyone else - or at least competing with people who work for virtually nothing - for a vanishingly small slice of that pie. Imagine that 1 million potential customers is enough to financially support one developer who can sell 1,000 games for a buck every few months. That's a yearly salary of $3-4k maybe, of which they might reasonably consider investing a small percentage in tools and libraries. No western programmers are going to live off of that kind of money, which is why no western programmers are targeting this market.
In the west there are two platforms you develop for: iOS, where the vast bulk of the money lies, albeit behind a massive iron curtain; and Android, where the remaining crumbs live. iOS has multiple massive advantages over every other platform: it's got almost no piracy to speak of relative to any other platform out there; it's got a slick, tightly coupled software vending route; and the people that own iOS devices are rich
and like spending money
. They have to be rich and like spending money because iPhones and iPads are bloody expensive in the first place
Android is more of a sprawling mess, with stuff at the bottom end being literally a tenth the power of stuff at the top end. The sales platform is weaker but less regulated. The cost of the hardware to the consumer varies by a factor of 5 across the whole spectrum of what's out there, from $100 to $500, which means you've got a wide variation from skinflints
to rich people who wanted to be different
. This means that a fairly large proportion of Android customers are tightwads and don't want to spend money on things in the first place, and even then, they can quite easily spend money on something a bit crap.
Myself I'm only targeting Android because I'm too dim to get to grips with C++ and iOS yet. I'm trying to figure out whether it's best to target the skinflints and crap phones to increase breadth
of potential or whether it's worth simply targeting the rich people at the top
and get a much higher conversion rate. Purely from a technical perspective the latter is vastly easier for me, and may in the end bring in the same amount of money, which will still be literally a tenth of what iOS might bring in with precisely the same product.
So with that in mind: is your library actually worth anything to anyone who is likely to be using it and if it is worth anything, how much money are they likely to want to spend on it given that they themselves are probably not making much money?
Or: when was the last time you heard of someone writing a MIDP phone application that made the author a million dollars? Someone manages that every week