Hopefully because your story would be fun as IF.
Seriously though, I always see people getting discouraged on these threads (not just blathering at Hazel or about the wordciunt thread TBH…) and I don’t think this kind of broad spectrum market poll should make or break it for anyone.
Yes, if you’re commercializing, be aware that you’ll lose sales by going “off-brand”: not including common mechanics, making the game significantly shorter than average, trying a different type of game entirely… Of course it sucks and is frustrating but that’s the logical result of publishing with a company that has an established fan base. We’re all here because XYZ was fun about a game and we want something similar. We’ve, conversely, had bad experiences with NMO in games so we’ll be wary.
That’s something to keep in mind, but the only way to functionally change that is to publish enough games under the CoG/Hosted titles that are markedly different from the current model, so that more people who like THOSE mechanics will want to come in. (I’m honest on here: I won’t buy games that lack specific mechanics or writing flow. But that doesnt mean others won’t play it. You just need to be the one to draw them here, kicking and screaming)
But honestly focus on the “why” aspect when people gripe on these. Instead of “people won’t play games under 150k. Crap I need to add 80k or I won’t sell” focus on the concerns people have–is your game paced well enough? Does it have a reasonable amount of branching? Is it experimental and does something else entirely and therefore doesn’t need 200k to give a worldbuilding experience? If the answer is no, then maybe do some rewrites. If yes, you might not have to. And if unsure, post a WIP and ask us!
If you can get it to fit comfortably into the branding, that’s great and probably makes everything easier. But don’t avoid writing your story because it doesn’t fit a poll or the opinions of the pickiest of us.