Yes. You did. Sadly. And it is very little to do with luck or numbers or the state of the industry. Good indie games: 1. are almost never distinguished by programming (the days of Doom are gone and you are not John Carmack). Far too much time is spent coding. Use existing tools. Code only gameplay. 2. are much more about art. The trailer looks like programmer art: no coherent style, no direction, no class. If this is…
In particular, this feels like a game that was created in a weekend or two in Gamemaker. The UI is quite simple, the mechanics (or at least the ones I saw in 10 minutes of poking around) are unoriginal, and the enemies all seem to be variants of "fly/walk towards me".
There's no feeling behind the gun, there's no real feedback when I get hit, I have no idea how much life I have left (yes it's in the UI, but it's not prominent at all).
If I had to guess where the 3 years of effort has gone into, I'd suggest it was the level randomiser. That's a big mistake, and one probably made by a programmer mindset rather than a game design one. The game isn't fun, so it doesn't matter how much replay-ability there is. Whereas if the game were fun but not replayable, I'd probably buy it on the promise of a randomiser coming.