I think you learned a very valuable lesson here.
Indeed.
Thanks for the very in-depth reply, ScHlAuChi, and sorry for not replying before now. I'll address some of the points you've made.
Yep that is part of the problem, its getting closer to the Hollywood model - Blockbuster or bust.
Nope im a designer, but you see, there ARE already 100s of games out there for that, like Killing Floor, Left4Dead, Dead Island etc, so why does Haunted HAVE to be like this too? What happened to diversity?
But didn't you take Shadows Of The Damned as direct design inspiration for The Haunted?
Besides, every one of the games you mentioned above have their own twists on the splatterbag-splatting formula - KF and L4D are drastically different takes on the co-operative not!zombie shooter, and Dead Island is a slightly poorer first-person Dead Rising set in a tropical resort. The Haunted's main claim to fame is that it's "that indie game that's a bit like Res Evil 5", even though it really isn't. But that's beside the point; that point being "what are you doing to differentiate your game from every other not!zombie shooter/slicer out there?", because, when you step back and look at it from a consumer's POV, The Haunted
looks just like every other not!zombie shooter/slicer out there, because at the end of the day, you're still shooting, slicing, and kicking not!zombies to re-death, just in third-person. And we already have Shadows Of The Damned for that.
Which is fine. Don't get me wrong, I'm not criticizing you for that at all. I'm just wondering whether some other additional elements, such as, say, small puzzle sequences or some adventure elements, or even some Pac-Man-esque element of run-and-chase gameplay might have made The Haunted stand out more from the crowd, as it were. As it is, your game looks like only one other game out there, so it definitely has a niche, but I wonder if it could have been something
more.
Well really, how much more simple than "direction + action" can it be?

Its a far cry from the complexity of a Bayonetta, Devil May Cry or God of War
Sorry, but your game ain't no Bayonetta. But, you already knew that ;P
It doesn't really matter if the melee system is easy-mode enough for even a dog to master, it's having the opportunity to train and the need to use it during normal play. Look at how RE4 did it - melee was wholly context-sensitive, except for the knife, which was mostly used to bust open barrels, and during the odd boss-fight. Anyway, each and every melee attack had a purpose - the roundhouse kick cleared your path and did huge damage, the suplex was a super-cool finishing blow for most enemies, and you needed to use these moves to save precious ammo and progress. See? In RE4, melee was both easy to understand, awesome to behold, and necessary to proceed.
Alternatively, look at how DMC and Bayonetta did it - the systems they use may seem complex, but basically, their melee combat systems really do boil down to "direction + action", just like The Haunted does. Plenty of context-sensitive moves in Bayo's system, too. Nonetheless,
both Bayo and DMC are built around their melee combat systems, which both use only two attack buttons, with more moves made available to the player through the use of "modifier" buttons, new weapons and abilities earned over time, one-button weapon-switching that allows the player to quickly and easily extend combos, you get the point.
Everything is made easy to do and is drummed into the player's muscle memory through necessary repetition. After a while, switching weapons mid-combo while simultaneously juggling several enemies and evading attacks at the same time becomes, if not second nature, then at least eminently possible.
Or you could have just knocked off God Hand, and we would have all loved you. But something tells me that you still wanted your big, shooty guns in the game, and guns in God Hand would be sacrilege.
Oh come on, have people really degraded mentally that much that they cant figure out to press button 1 followed by button 2? How did they ever figure out that you can jump off Yoshi while midair - they were never told about that in Super Mario World
Many people didn't, not until they heard about doing it from friends or read Nintendo Power's tip section. Hell, many people
still don't.
Again, it doesn't matter that it's simple - what matters is if the player can (or, more properly,
needs to) get used to using it without having to think too hard about it. Necessity + Repetition = muscle memory, dude.
Yes that's more like it, there was a movelist in the menu - and there were hints during the load screen - just no one ever bothered to read that stuff, so its not like the player wasn't told
That's true, too, but even so...well, refer to the reply below.
Yes, but if you read NeoGAF, its exactly the opposite what people are asking for, read the Skyward Sword thread where everyone complains that they get spoonfed by the game - but if a game with very simple mechanics like Haunted DOESN'T do it, people dont get it.
This shows that there is a disconnect between what people claim they want, and what they actually need and a dev should do.
Very good. You seem to be getting it, ever so slowly.

Besides, people were complaining about Skyward Sword's overbearing tutorials (which you could totally ignore, by the way! I bet they didn't even know that!) because it was a Nintendo game and the handholding made them feel condescended to, so they overreacted like only NeoGAF can. Pay the haters no mind.
Yes, the average gamer needs instruction, and what's the best way to teach someone a new way of doing things? Simple - kinesthetics. When they need to melee attack, tell 'em how, then let 'em try it for themselves, then MAKE THE TECHNIQUE NECESSARY. Hell, make a whole level around it if you seriously want to drum it into them! Start the player off without any weapons so that they HAVE TO use the melee system to merely survive until they find their first gun! There's nothing more tragic than an orphaned and unused gameplay mechanic, left to fester just because it wasn't needed to finish the game, like Orders in Valkyria Chronicles, or all the useless random loot you end up either hoarding or throwing away in typical wRPGs.
Oh we do get it, but the problem is that not every game is fun for everyone, you cannot please all people. Each feature or game mechanic that you use can win or lose you customers - what is fun for one is shit for another. And its not like the customer is always right - for example we got tons of requests to add the possibility that you can crouch in the game, or that we should add a FPS camera - both things that make no sense at all!
I mean a perfect example is Demons/Dark Souls, the games don't tell you anything at all and they have more complex systems than Haunted. Its all about trying out and learning how to get better and advance. Would those games be any better if they were super easy and told you everything? I don't think so! The main problem is the one of perception - people expect Haunted to be a simple Zombie shooter, which it isn't
Err...somehow, I'm getting the impression that you think your game is something it isn't. Not even you could sanely claim that The Haunted is this magnificent grand opus of digital artistry, narrative and industrial design - it's just a fun, self-contained level-based splatterbag-shoot/slicer with a nicely grisly aeshetic, an arcade game with online co-op and very few pretensions to being anything else. That's what drew me to the game in the first place, so please don't take that as an insult!
Oh, and please don't use Demon's Souls as an example here. Believe me, at first only the most hardcore RPG players bought that game on the promise of a proper third-person King's Field, and when they found that the game offered so much more than that, they fell in love with it and started waxing soliloquy about it on any forums that would listen, including our very own NeoGAF. All the good word eventually made DS a cult hit, made Namco take notice, made Sony kick themselves, and the rest is history.
*WALL OF TEXT INCOMING MAN THE LIFEBOATS*
My point is, Demon's Souls would never have seen the sales success it did if it were not for the most hardcore of RPG fans singing its praises everywhere they could. And it didn't get all that praise by trying to be something it wasn't - it's a deceptively simple game, a dungeon crawler built around a nuanced combat system and a deliberate, careful approach to fixed, predictable enemy encounters. And repetition. Oh gods, you repeat your actions a lot in this game. You re-kill and backtrack and repeat entire levels over again, but it never feels dull or a waste of time, because every time you venture from the relative safety of the Nexus into the drab, oppressive and magnificent ruins of Boletaria, you're getting a little better. You're gathering more souls, taking more useful loot, becoming more skilled at fighting and using magics, gaining more power with each visit to the lovely Maiden with eyes occluded by wax. Every time you touch the Demon inside her, you get a little better, and you can feel it as you play. Slowly but surely, the player is turned from a pathetic serf to an accomplished warrior, in an organic process of learning through repetition, through practical application, through absolute necessity - through kinesthetics, "teaching by doing". It's been this way since Pac-Man, since Space Invaders. Learn by doing, or die. That's progress.
Or, at least that's how it should work, right? Bull
shit. You know as well as I do that at least 97% of DS players consulted a walkthrough or wiki online while playing the game, if only to better understand some of the systems used in the game, like fusing Demons' Souls with certain weapons, or using them to create new magics, and so on. I'd wager that almost nobody - especially on GAF - has finished the game (or its spiritual sequel) without some form of online help, whether that be a wiki entry or a friendly Blue Phantom during a boss fight. There's no shame in that. Everyone needs a helping hand once in a while.
Hey, even Pac-Man and Space Invaders had on-screen instructions.
