Quote: "Turn-based...not so good"
"Did you hear that my fellow retro gamers, this heretic speaks ill of our ways"
But on a serious note Nateholio is right, text-based RPG with turn-based combat, is not such a hot idea. Reason: Even in the old days, I would have found something like that tedious. In fact, tbh, Final Fantasy 1 on NES was a drag in combat (Not because I'd played FF7 on PS first but because it was just slow-moving) and that had visuals and music which your game doesn't. I think, honestly, especially considering today's market, do away with the traditional combat. Try and come up with a more unique system that's less confined.
I'd prolly be willing to pay $5 for a game (if it was a hassle-free purchase without 1000 registration processes) that more resembled an interactive book than something that brought in too many slow-paced mechanics. But that's just me. You'll have to just wait until you have a working demo and can get feedback from more people.
I know what you said regarding it not being on mobile, but I really think you should look into it. Mobile is a much better platform for this type of game. I'm not pushing AppGameKit (I don't even have the trial version installed anymore) but it
is an easy development kit to work with and will allow you to deploy the game on multiple platforms. Just a thought, my 2 yen.
Anyway, see your response when you have a WIP demo, do some market research, have a look at the trial ver of AppGameKit and see if you're comfortable coding with it (you should be, it's very easy). If you can't afford it, then I'm pretty sure there are some good free GDKs for mobile platforms out there. Anyway, it's good to maximize the number of platforms your release on because it broadens your audience.