The typing is still very much part of Kaedama and I really doubt I'll ever get rid of it, because some actions are more fun when you type them in without expecting them to work.
But to answer your question, yeah, I did add something different for people who don't like typing responses. I did see that quite a lot of people aren't a fan of it and since it's not that much extra work, I did add an option in the settings to toggle between choices and typing that you can turn on or off at any point. And yes, I will keep it in for the duration of the entire game.
I will also add that just like with the input responses, I will also add whatever choice response you want, as long as it's nothing too complicated. But let me know if you like/dislike it or have some other tips.
I think the issue is not a lot of folks play text based games any longer, so they don't have a working knowledge of the syntax, or how to take actions.
I've played various Mushes, and Muxes (hosted a few as well), so the idea of a text based game isn't overly new to me... having said that, even I kind of struggle with it.
One thing I remember being popular back oh, about 15 years ago or so, was a telnet based client for people who played those very text based games. What made this client (MudClient was its name) so popular, was while you could still use the text box to interact, there was a set of buttons which a person could activate by way of bringing up a UI which contained the more basic commands. I'm going from memory here, but I think it was the basic cardinal directions (n,s,e,w), and a few common commands like "L <target>" (look at target), "exa it" (examine item), "say" (pretty self explanatory), "get <target>", and "pose" (a similar interaction to say, which returned an action).
Quick explanation about the difference between "say" and "pose" before I go forward, because I know someone will ask.
Say literally 'said' your string. So, in the client, you'd see character name says "blah". Pose on the other hand was more... well, versatile. So, while with a simple command of "say hi", your character would just... well say "hi" in the text box, the command pose used a different syntax. Meaning if you typed "pose walks in to the room, heading over to a chair where he sits and says 'Hi' in the form of a greeting" Then other players would see "Character walks in to the room, heading over to a chair where he sits and says 'Hi' in the form of a greeting". Needless to say, we tended to use pose more than say. For obvious reasons.
Going back to the issue at hand though, even with all the experience I have in text based gaming formats... the one issue I find with your game, is it's not exactly clear what actions should be taken. With old text based games (of which Mushes and Muxes were based off of), you generally knew because there were limited options. Meaning, going into the games, you generally knew that there were maybe twenty total commands a player needed to use to get around. Less commands if we're talking a mud (multi user dungeon), where your commands were the cardinal directions, kill, get, wear, cast <spell> and con (consider).
It may behoove you, given the limited number of people who have a good working experience with text based games, to perhaps steal the idea from older mud clients and have some pre set commands which players can choose. They don't have to be the right answer either, so I'm not talking full VN style where it's just pick option A, get result B; but rather maybe something more nuanced. Where yes, a player can use the various buttons to navigate the game... but unless they figure out the right syntax and commands through the text entry, they're not going to get the "best" ending, or all of the included scenes. Essentially it would allow people to play the game and enjoy it, but if they wanted to get all the endings, or see all the scenes, they'd have to go through the text box.