Arcade games are action games. It means that the player's manual skill is needed, and not only thinking and decision making . And that crazygames place is where I played the game.
and I'm not interested in sounds and music
But casual players are. Eye and ear candy help. It should make satisfying sounds when you slurp up the new liquid or whatever. Yes, I know, that's not what those pixels represent, but that's what it looks like.
Music helps too, and such things are used in arcade games for a reason. Even if you did not want to make an aracade game, it should make you think, that a platform chose that classification for your game. If you want to appeal to arcade players, good music and rewarding sounds will help.
I played several incremental games. And dexterous action, like in an arcade game, is not the key quality of those incremental games. And it has quite an impact how you direct your swarm. For mobile you might even consider splitting the swarm for touching at multiple points.
I do believe the game has roguelite, rpg, and survival elements
Care to elaborate why you think so?
It's not roguelite, it's an incremental arcade game. Incremental and roguelite only share the getting better by failing and resetting mechanic. On Steam you even tagged it Roguelike. That game is neither a roguelike, nor a roguelite. You have no permadeath for your run so it is not a roguelike. For a permadeath you need a character that will have other statst the next run. And you have no random runs where you can improve your character differently. You do not even have a character. Where is the power ups you can collect in a run? Where is the branching where you chose your path? Your game is more like a tower defense game. There are waves of swarms you have to defend against.
It's not an rpg, because you have no protagonist. No inventory. No quests. No story. No dialogue. If you have elements of rpg in the game, I did not encounter them. Upgrading your swarm fleet is not the same as buying new armor for your hero. It's a basic mechanic of incremental games.
It's not survival, because you do not have scarce resources and a protagonist that could die in an environment. You have an incremental game. You heap in resources a plenty. And failing is part of the core game mechanic. There is no dread, no risk. Surival is a sub genre of horror or adjecant to it. Your game is rather the opposite of the survival genre.
You seem to plan more for the game, seeing how you intend it to feature multiplayer and a campaign. Maybe it will have some rpg like aspects in the future, but unless you create a framework of story around it, where the pixel fights is the fight mechanic inside it, I have doubts.
I'm willing to make the necessary changes if anything is necessary, but if the Itch team won't give a clue, what am I supposed to do?
There are no necessary changes. And yes, any update can trigger a temporary delisting.
Basically ignore the indexing. People are not gonna search your game by name much and any traffic you direct here by direct link will not care about the indexing status of your game.
My 2 cents are, it would be wise to chose accurate tags. If you attract fans of the surivial rpg genre and they are disappointed, that's not a good thing. It might even be considered tag spamming. You might be better off with tagging it tower defense game because of the enemy waves. But an rpg that ain't at the moment. Same for surival and rogueanything.