It sounds so easy in theory, doesn't it?
Getting a game in front of people who enjoy it enough to give you money is hard. Very hard. Raph's ideas from 2006 around direct relationships and celebrity are still very much on target today -- that's how most successful creators seem to manage it, beyond the randomness of viral outbreaks. (I count entering/winning the IGF as a form of celebrity.)
Beyond that, advertising it is a spray-and-pray that will likely suck up more of your money than you'll ever make, and net you a bunch of high-churn players who don't give a toss about what you've created. Not every game has an obvious niche audience to go after, not every creator welcomes or invites celebrity, and sometimes the weirdest, most un-game-like things hit a nerve nobody was expecting.
My mind keeps circling back to the 'people who bought x also liked..' problem, as mentioned by Greg Costikyan [1]. Discovery is broken, and so on, but it's not discovery - as in players actively seeking out games - I open any store on any platform and I'm inundated with choices. It's being discovered that's broken, being discovered by an audience who will truly appreciate what you've created.
The hard part is slicing the gaming landscape, and individuals' different experiences of the same game, to such depth that a Pandora-like algorithm could work effectively -- or relying on independent curation and journalism to step in and highlight the gems among a sea of overwhelming noise.
(If anyone wants to hack on the recommendations side of things, let me know!)
[1] http://www.gamasutra.com/blogs/GregCostikyan/20140324/213784...