I don't know. When I've already made an algorithm for generating words from two random apparently related languages, and you say it produces good results, I don't think I should simply discart it and spend a lot of time searching for a way to use real data in my game.
The idea is fine. The results are... idealized. Some may not like that (others might). Honestly, a simple substitution isn't very helpful except to just demonstrate the basic concept of comparative reconstruction. A very complex version of this might even result in something at the level of publishable research (a simulation that actually looks statistically at how languages change), but it's very far from that at this point.
As for the rest, I don't have much to add-- I'd suggest finding a target audience (conlangers really might be it) and then adjusting to that. Making a "good" game isn't just about it being "good" but also being what a particular audience actually wants. It's like having something "valuable"-- it only has real value if you find someone willing to pay for it. In this case, someone who wants to play it.
As I suggested at the beginning it's hard to think of any 'games' for linguistics that would become popular. Not sure how much time you should devote to this until you find an appropriate audience. Maybe look at some other games out there, if that's your goal?