I think part of it is that you've got an unrealistic expectation. In regards to the specific question, “How possible it is for a simple shooter game on Google Play to compete with AAA shooters?”, in most ways the answer is “they cannot”.
The games are in a completely different space. If you're a hobby developer and you're trying to compete with AAA games, something is badly broken and you will not win in that competition. The marketing for a multi-million-dollar franchise is radically different from marketing for a hundred-thousand-dollar budget, which are different from a hobby project. But fortunately the costs are also different, the sales requirements are different, and the profit margins are different, so you don't need to worry about that so much.
Small games are marketed through friends and family and social networks, they are marketed by approaching popular people who explicitly focus on small games, and paying them money; you sponsor them, they promote you.
If your goal is to turn a profit rather than make a hobby project, there are plenty of empowering actions available. Look at your market research to ensure you still have a viable opportunity. (This assumes you actually did market research, instead of just feeling inspired to create a game.) Ensure you have a viable marketing plan, and continue your game development in conjunction with your marketing plan. (This assumes you have a marketing plan.) Get measurements and feedback about what is preventing success; it sounds like you already have some of that with problems equipping a gun, and another bug that you didn't notice; those sound like you need better QA control and testing. Make sure you are creating something of value, not another duplicate of something that has little value. Identify the causes of the issues you are facing, learn from them, and correct them. For example, if nobody has heard about your game, understand it and fix it through marketing. If people download your game but don't play it, figure out why. If people start the game but cannot progress through it, understand it and fix it. If your game is paid by ads, see if those are getting through and fix if necessary. If your game is paid by DLC, figure out if people are interested in buying it, understand why or why not, and take steps to fix it. Look for specific ways to increase your game by large increments, say 20% at a time, rather than small 1% or 0.01% improvements.
Most of those are business development questions. Business development is a different field from game development.
blablaalb said:
I made a game similar to the game I provided as an example, I published it on the store, but the only legitimate reviews my game has got are the negative ones.
Figure out why. Fix it. Iterate. Make processes to ensure it never happens again. Talk to the reviewer and show them you have changed the game.
blablaalb said:
I'm wondering if it's possible to get any income from such low quality games.
Yes. You probably won't be winning the lottery with it, but it is possible to get income.
blablaalb said:
Why would someone play low quality games when there are plenty of F2P high quality games on the store?
Small and lone developer does not mean low quality. There are many extremely small, yet high quality, games made by individuals. They usually aren't mass marketed, as described above. They don't try to compete with AAA, they try to grow their own markets.