Thanks for your insight! I'm not sure if it's just a niche on itch.io - it does seem like a niche everywhere else as well. The upside to it being a niche means that it's usually sought after by folk who are specifically and actively looking for it. I feel that if more niche audiences know that itch.io houses Wuxia/Xianxia games, they would visit this platform and we'll have more developers making them since they also share the same niche. But if we're looking to get a lot of views and plays on the get go.... that's not going to happen. It'll take some time before it catches on.
You bring up an interesting point about translations and origin languages. To be honest, I had thought of using simplified English words such as "Master", but they don't always fit the context - "Shifu" doesn't always translate directly to "Master", since "Master" can also mean one from the household or an employer of a servant, and it's a very different thing if it's a martial father ("Shizun"), because it's more clan-based than technical-based ("Shifu"), but like "Shifu", can also mean "Master". As it is, I'm already taking a risk by using the general term, "young master" instead of the more specific "gongzi" and "shaoye", which have different meanings but both can translate to "young master".
If I'd used generalized words for all of them, it'll alienate the ones who are already into the genre as it would confuse them. It would also unfortunately confuse me, since I'm directly translating it from my head to English with these specific meanings. Therefore I'd left some of them directly untranslated - they're shorter, easier to manage, and keep an original flavour that makes Wuxia, well, Wuxia. It's a bit like "-sensei", "-kun" and "-san" suffixes in English-translated Japanese games, novels or comics... swap them out and it'd feel weird to a native English reader who's been exposed to anime translations for a long time. That said, I ultimately chose to write for the native English reader and not the peripheral audience who aren't natively English-language consumers; sometimes you need to choose between a rock and a hard place. That's the challenge of producing stuff for a niche - you tend to need to pick one and stick with it.
Getting into Wuxia is mainly about prolonged exposure, I feel. There are times when I think it isn't so much about educating the audience, but rather inviting them to stay and learn and explore at their own pace. What this means is to make it as enticing as possible, whether it be in character design or humour. This will draw them in, and then they'll figure if they want to know more about the genre or if they don't.
The only thing I can say is that Chinese names don't necessarily require a meaning either - we're sometimes named by our parents without that much thought. There's literally an uncle in my family named "Small Dog" because my grandpa liked dogs, and I'm literally named after the fact that I came out of the womb ass-first. So I wouldn't really worry about names were I you.
The only thing you might want to worry about are the oufits, though. It can look pretty jarring if we don't understand the components and layers of the outfits before tweaking them. The idea is to make them look less like costumes and more of something that fits into the world it's from. But if your consumers are mostly Westerners I don't think it's something to worry too much about either. I can't speak for other Asians, but... where I come from I don't really think it's our culture to call you out on that sorta thing. In turn, the Westerners haven't really called me out for getting anything wrong about Western culture either. I feel we're quite alright on the give-and-take bit.