You're welcome. I feel very few developers actually realize how hard it actually is to stand out to potential players. Game-play, characterizations, stories and mechanics, while important, are something people discover only after playing a game - but before someone even plays a game, they must first be interested enough to click on the banner and try the game out.
The first thing people see on a banner? The artwork.
I feel that one of the biggest "mistakes" AI developers tend to make is to use solely AI-generated artwork as their front-facing assets. No matter how unique the prompt is or how defined the character is, it's still going to have the look, shading and texturing of an AI-generated image. Many people will look at it, roll their eyes and relegate it to what they call a pile of "slop", simply due to how oversaturated AI art is. Oversaturation, I feel, is what's making people tired of AI-generated stuff and subsequently their dislike for it. This is basic psychology. Eat or hear something too much and you'll eventually start getting tired of it, no matter how good it is.
I brought my initial points up because a lot of developers don't even seem to know what a target audience is, which is where the actual problem lies. It's not an issue with AI either - a lot of games that aren't made with AI don't get many organic views or plays either for the very same reason.
People who don't like AI games were never the target audience of an AI developer in the first place. My advice is to stop chasing after them and ask yourselves what the ones who prefer AI games would want to see. It's fine even if those players are other AI developers. It may be that you'll never get the amount of organic players you want (a.k.a. players who aren't developers themselves, and only want to play games), so AI developers will need to be each other's support and audience. There's nothing wrong with that.