That honestly makes a lot of sense, going from C64 development to modern platforms is such a different world, impressive that you're adapting and learning things like controller preferences as you go, that kind of responsiveness really shows in how quickly you rolled it out across both games.
Working alone does sound like a lot to carry though, especially juggling development, feature updates, and promotion all at once. That's actually the exact gap I usually help solo devs with, visibility and getting modern platform games like yours in front of people who'd genuinely enjoy them, since it sounds like that side's been quiet compared to your C64 catalog. I work with indie devs on things like video content, social presence, and getting updates like this in front of the right audience, happy to share a few thoughts on what could help specifically for Vault of Seraphim XL if you're open to it.