The numbers I've shown could have been picked up in ~20 minutes, the ones I haven't took me nearly all day.
This is the full list of game I considered relevant to the analysis. None of these outside 80 Days and Cinders would be considered hits (of which I suspect a large part of Cinders' sales are from bundles, I know 80 Days was in a few). The 100k was if you price the game at 0, meaning that at 0 price, 100k units can sell, at $3-4 around 2-25k units sell (factoring in game quality and marketing and luck). If you want I could make a simple price / units x/y graph to help visualise. To be honest, I don't see many people making really good games that are text based and putting them on Steam. Emily Short never put anything up, which would have been a reference.
The main risk of indie is sinking money and not getting anything, the main advantage is that with a little bit of quality, work, and also luck, you can do far far better than any other option.
Now, let's look at your game. Price of Freedom: Innocence Lost is a 44K word length gladiator / roman fiction novella (20k-40k words is a novella, 40k+ is a novel, but since CYoAs have branches, a typical branch story of PoF would be <40K words). My gut tells me there's a strong (mass) market for this (the concept is simple and Gladiator is a cultural icon), but I don't have hard numbers for that as of now. There's a new Gamasutra article on market sizing which I'll be checking out over the weekend, maybe I'll return to this after I've digested that article's premise.
Lets look at your numbers, in three years, PoF:IL received 60,047 plays on a website that runs between top 400k - 180k rank in Alexa measured traffic (the 180K and better are our recent trend). On Steam, a free game can get 100k downloads in two years. It's really safe to say you've got a great product, considering your ratings, and the number of plays you've gotten on a website that is not common knowledge (you have to seek it to find it, unlike Steam).
For platforms, I recommend Inky (by Inkle, it's the desktop version of Inklewriter, and it's fully free - excluding a one time conversion fee to export to Kindle format).
As far as marketing goes, I really think you should launch a Kickstarter - get some funds from it, and let that be your marketing.
Another option is to port PoF:IL to Inky, launch that on itch.io (for free, preferably with a link to CYS so we get more traffic as well), and let that be your marketing. Most indies I know start out with free content on itch.io. When you launch there, you can start emailing Eurogamer, PCGamer, Gamasutra (write an article here), Kotaku, Gamespot, Destructoid, IGN, Rockpapershotgun, and everyone else to build PR. Another option is to talk to Humble, and get your game as part of their weekly or preferably their monthly bundle (PoF:IL). That way you'll get an excellent reach.
I hope that's enough to get you thinking.