How do you know when to give up?
patio11: There is an article by Steve Pavlina which, if you file off the words "shareware author" and replace with "web app author", I think you could benefit from.http://www.gamedev.net/reference/business/features/shareprof...I'll warn you in advance: some of it is trite.  But there is some value in the other stuff: marketing success, for example, is not something that just happens to a product.  It is something which is the predictable result of a strategy designed to produce it.  Your submission indicates that you tried a few things to get users, which is good, but I wonder if you thought about that issue in a systemic manner.  (Was there a plan in place?  With boring things like predicting the chicken-egg issue before it happened, and multiple avenues for solving it?  Which you then checked against reality as you encountered reality?  These are opportunities for improvement in your current project and in how you approach future projects.)As for when to give up: you'd be really, really surprised how far you can take projects with persistence.  That said, if my little brother said "Hey, I've got an idea, first you take gamers and then you..." my first question would be "Why will they pay for this when they hate paying for just about anything, including the games which define their identity?" and I would not have a second question until I got a satisfactory answer to the first question.