Good question, it was an exercise for an indie dev course FGGS.
So, I saw the inspiration (Sloppy Forgeries) on Sunday at Day of the Dev and then I soft-launched ('in development') on itch.io on the next Sunday. It got some small attention and some streamers. I spent the next week tweaking for uploading pictures and adding a high score per picture and then did a 'full' release.
It was definitely a good exercise, so a week (of part-time) to soft launch and a week (of part-time) to final. A lot of the work was around Playfab and uploading pictures via JS and PHP (w/ a rathole to exporting pictures to Base64 thrown in, which I did not end up using.)
As part of the exercise, also posting to social and forums a little to see if it can get any traction (reddit was nothing, a natural response on itch got a couple hundred downloads, a couple streamers picked it up and there were a handful more.)
Interestingly, after the final launch, around 300 viewed the devlog announcing the launch, but less than 10% of those actually downloaded the new version - I guess the new features were not compelling enough and people got their enjoyment out of trying the first versions or I did not sell the new features too well.)
BTW, I am really impressed by your HTML element plugin, really nice work and I'm thinking about how to use it. What are your plans for using it in a game or product?