Newsflash: "if you build it they will come" is bullshit. It's dawned on your that you're not getting your message out.
Now what?
1. Buy ads. It costs about $0.00001 to show an ad banner on mobile. $0.01 to buy on a click basis. $10k to get into the app store top 25. Do the math. Minimums apply.
2. PR: meet/call or otherwise contact the people who can get your message out and convince them how cool your game is. Or pay someone who can do this for you.
I would add to the above comment that it helps to use the KISS principle for marketing - (No not Keep It Simple Stupid).
I'm talking about KISS the band!
You basically need to tell yourself that you made the Best F--ing Game in the World and use that to fuel you past all the disappointments in the marketing - cuz it IS hard work and there is no magic bullet.
Also, you should be using this game to build up an "installed base" for your next game. Get fans on facebook. Build up a mailing list. Have a way to message existing users. etc.
One last thing, since I'm on my soapbox, is that I think this whole $0.99/unit business model is somewhat unsustainable and really works to the advantage of the big publishers and against indies. It really is in the best interests of the publishers to keep the accepted price point at $0.99 because only they have the economies of scale and connections to move enough units to make a hit - or if it isn't a hit to just move on to the next title.
Now what?
1. Buy ads. It costs about $0.00001 to show an ad banner on mobile. $0.01 to buy on a click basis. $10k to get into the app store top 25. Do the math. Minimums apply.
2. PR: meet/call or otherwise contact the people who can get your message out and convince them how cool your game is. Or pay someone who can do this for you.
3. ?
Marketing is hard work, get busy!