there's a lot of players who look at/play larger jams. the bump in views from jams also helps you stay on "new and popular" which attracts players. my entries to the git hub game off jam have gotten ~5k and ~1k views respectively, and most of these views were not from devs.
other things you can do to make more people play your game is invest in a really great thumbnail and game page. these matter a lot for whether people give it a try when they're choosing between the thousands of games on itch.
5-10 players a day is a massive amount, and honestly pretty unrealistic. most indie games on steam only get like 20 wishlists a week, nevermind 5 a day, and itch is a lot smaller than steam.
in terms of improving based on what people want, you're not going to get a good game that way. it's important to filter feedback through your own design goals, otherwise you'll end up with game that doesn't feel cohesive or have a clear direction.
> No, after death, control of the unit is lost, but if there is a white unit nearby, you can switch to it and control it.
my comment was in reference to during the game (before death). you need to explain the nearby units/unit switching thing somewhere more clearly.