As for the article, it was an interesting read and I almost predicted every raison why the game was a failure but I don't agree with some:
1.The "strike a deal first" one is nonsensical. Get famous enough on one platform and the sales will be as good on the others. 2. Only one console at a time should've been obvious ( currently it's the Switch first, others later)
I also think that a significant part of the failure comes from the fact that the market was saturated with party games at the time as i remember seeing a lot of ads about similar games and then it just stopped. Also, these kind of games are not really that interesting and become repetitive very fast and no single-player / online multi-player killed it before it was even out.
Hey, it worked for Adam Nickerson! Felicia Day and Adam Nickerson play Poosh XL https://www.youtube.com/watch?v=cEbLXKKkvSQ
The problem is that they often jump over the first step of learning how to make a game and go straight to publish their barely passable buggy mishmash of half baked ideas with no quality control or beta-testing done.
What they first should've done is make and publish a few small but fun games for free, learn from their mistakes and user inputs and use their new knowledge to make a bigger, better game. If enough people tell them that it's worth buying it then they can sell it .