Because guess what, text-based games have a lot of text and you’re probably not Hemingway. You need good writing, you need a good plot, you need some compelling characters, you need good additional interesting mechanical ideas. Just go to
textadventures.co.uk and launch some games - you will see the sort of issues I’m talking about, at least I hope you’ll spot them.
Some games there have good stories but awful writing and awful English. Some have perfect English but a boring plot and obscure characters (usually no characterization at all). Others have a good plot and good English but the simple and boring mechanics of your typical four-ways-to-go text adventures.
Who is the intended audience for these games? As with any other genre, you have three main players:
1. The game’s creator
It's not as bad as you may think (and even not as bad as I think). Some writers create their novels just to read them for themselves after a year or so. Art created for a single person in the world is still art.
2. Other creators in the same genre
The interactive fiction community is the best example in this case: they use similar tools and they write their own games and they play their own games. The community is pretty closed off to newcomers.
3. The usual gamers
Yeah... the usual gamers... millions of players...
You can reach other game designers quite easily, and you are your own captive audience, but what about those millions of gamers? Do you have awesome pixel art pictures with landscapes and characters to impress these people? Do you have some insane chiptune soundtracks? Voice acting? Maybe you have beautiful animations?
Most of the time, no.
You have text. The player writes some text as an input and the game displays some text as an output.
Check this image: