Uuuuuuuugh, late to the party but I won't lie - marketing can be a poopoo to do! It's even more difficult when it's not the intended demographic or market that you're reaching out to as well.
But if it helps, I make CYOA games as well - and visual novels, a cousin of some sort to text-based CYOA games. Normally I try to market those either on Twitter/Tumblr (with not so much luck) or on my own original novels (with sliiiiiiiiiiiiiiightly better luck). From personal conversations, I've found that quite a number of people who read novels don't seem to know that there are CYOA games out there; a more game-based version of what they're used to, which doesn't require you to move around and destroy targets, and, which, just like novels, aren't as graphics-heavy as other types of games.
The other thing I've discovered is that novel readers (who are more inclined to at least give the text-based CYOA games a try) seem to generally find it iffy to need to download, unzip and play games, or to download and install an app, which appears invasive or adds additional steps for them to access it. I've made it a point to make my smaller games have a web-based version recently, so they can have a go at it easily with just a browser. It's worked to my advantage so far, so I recommend it.
I do like the name-card in library idea you have! I just can't leave those, because... I'm a bad girl who makes... naughty games hahaha! I might give that a shot with my tamer stuff though, which need more eyes on them. They're not doing as well as my adult-oriented games, for very obvious reasons.
And yeah, adult games don't really need marketing. They seem to market themselves very well on their own LOL. I've gotten rather lazy thanks to it.