Really, the entire thing boils down to one thing:
(Please excuse the large amount of emphasis, it's kinda neccessary)
MARKETINGIt doesn't matter how much you have done, or whether you have a Youtube video, or whether the concept is new and interesting. These things aid in making buzz for your project, but in the end are merely boosters for it.
If you want your project to survive, you need to know how to generate interest and buzz. Your main goal should be getting people to talk about it. With their friends, with others on the forums you post in.
Take what you have and work with it. Post on various forums - bay 12, roguetemple, other roguelike sites. Talk with friends and plug your game. Urge them if they think it's good to throw a link to some friends, and explain how that'd be _really_ helpful to you as you badly need interest and help.
Most importantly, _don't skimp out on demoes or what your project can do_. List off every interesting feature and explain them clearly and concisely. Make large feature lists of what you expect to be able to do. (Take a look at bay12's goals page - it's been trimmed down severely, but it's still very, very impressive to look at) Keep people updated with a coherent blog on your devschedule.
Pick up a book on advertising or marketing. The skills contained in the economic sector for that purpose are very similar to the ones you need to get people talking about your roguelike.
Serial Killer had a lot going for it. It had a very, very convicning demo (Although it was possibly done in Flash) that showed off the "features" of the "game" very well. Here's what it did right:
Lesson #1: Get a video demonstration of what the game is capable of. Get multiple ones, in fact, at different stages of the devcycle. (Every month or two, perhaps) This really gives people hope that they'll actually see a release - being able to see a physical game physically playing tends to get people talking, and shows off the game better than your words ever could.
Serial killer did this. It's videoes were very impressive and got people talking, and at two minutes each (if I remember correctly) anybody who wanted to know what the project was about could watch it and be informed. The video is your hook for new players.
Lesson #2: Don't skimp out on feature posts. Richly detail about what the game is capable of right now, and even more richly detail what you plan to do with it in the future.
Serial Killer did this too, obviously. Did you see that wall of features, almost all of which were interesting?
Lesson #3: Contribute to discussion you buzz up. Talk with people that ask you questions. If you seem a member of the community instead of a distant, unapproachable figure, you can stoke the community's interest even more.
Again, Serial Killer did this. The "author" constantly talked with people that raised questions and held discussions with them.
Lesson #4: Above all, advertise. Get multiple posts up in multiple places discussing the game. If possible, link them to a central forum or website you've set up, which contains your devlog (with the videoes mentioned in #1), your forum, possibly a shoutbox, a detailed feature list...
Serial killer didn't have a dedicated website, but it did end up getting multiple posts about it in multiple places, and even indie news coverage. This was primarily because of #1, as well as the theme of the subject helping catch reporter interest, although neither of those are strictly required. You don't neccessarily need a shocking or interesting theme to succeed, it just gives you a stepladder. One mistake SK made on the other hand was not posting itself - the Bay 12 topic was started by an interested fan. No need to rely on the community here: Do it yourself!
Lesson #5: Finally, effort. People like effort. People like knowing you have put effort into your project. Appear professional, even if you aren't. Show your work. Do research on the subject matter. USE PROPER ENGLISH, even if it takes you longer to type out than it would normally. I guarantee you a page full of instances where the author can't find the time to type out "y-o-u" doesn't inspire confidence, mainly because using "u" tells people "I don't care about what I'm writing, this is nothing more than a text message to me!" If English isn't your first language, post up a disclaimer saying so. Devote time, care and love into your project. The bottom line:
Let people know you have your shit together.Serial Killer, again. The interface was simplistic but extremely well done and looked like it was just dripping with information and ease of use. The author's posts were all intelligent and well written and considered. Even if the game itself was nonexistant, those two gameplay videoes were clearly a labor of love, and everyone who watched them could see that and realized it on some level. When they see a product like that, they think "Wow, someone put effort into this."
Hopefully that helps, all. Wow, this turned out to be a monster of a first post, didn't it?