If it was turn based in same style as sengoku Rance or something gamers would warm up more to it due to familiarity.
You know the core rule of game design; never do anything new, stick to convention and copy popular features other games do to find success.
I mean... Shadowrun, Baldurs Gate 1, 2, 3, Divinity Original Sin, Divinity Original Sin 2, Wasteland 1-3, Fallout Tactics, Disgaea, Final Fantasy Tactics, Battletech, Banner Saga, Girls Frontline 2 Exilium, Octopath Traveler, Fire Emblem, Gorky 17, Othercide, Tactics Ogre, Tyranny, UnderRail, Valkyria Chronicles, Banner of the Maid, Shining Force 2 if you wanna get super old-school or even Mario RPG.
We're not exactly creating a new genre, we're a Turn Based / Tactical / C-RPG, ya know? From Jagged Alliance we're treading a very long and defined path. We have a good size backing of over 1500 people who believe in our project and enjoy the type of game we are making. ShadowRun Deadman's Switch had 36k backers and went on to sell a ton of games enough to comfortably fund 2 more games and made the base of which they eventually hired the team to work on Battletech. We're in the modern renaissance of Tactical RPG's.
So to "cut our losses" which I assume means drop the entire project and start over...? Would be just silly. Is it possible that an ARPG could make more money or interest? Sure. But it's also possible that it wouldn't, it's possible that if we made a bastard hybrid porn game of DDR spliced with Cooking Mama in the setting of a slime planet with sexy mollusks we'd make billions.
All I can say is what we are doing now is getting a following, people enjoy it as it is and we are happy with what we are making.
There are a lot of things we need to hone and improve, this is our first outing as a cohesive team together despite a few of us having worked on games in the past. We've received some good suggestions here on how to streamline our combat and we have a pretty good idea where to go from here.
Changes in how we handle animations would be a huge addition with anticipation and effects, we lack sound effects, we're changing actual mechanics to be more up-front and intuitive. Should be good! But we're sticking firm to turn-based tactical combat. Throwing the tomboy out with the bathwater would be a little stupid for us to do.