For the common user, the engine used to make a game doesn't matter. There are a few things to keep in mind. The elitist kind of folk who look down on RPG Maker games are not your audience, and the "wow dude" players who are flabbergasted by shiny, realistic graphics or next gen particle effects are also not your audience.
But there are plenty of people who buy indie games. It is unlikely that you are going to replicate the success of games such as Undertale, but it is a good example of a game with bad graphics that sold well. Yes, bad graphics - The character design is stellar, 10/10 IMO, but the actual graphics are all over the place. There is no cohesive style. Of course, the game offers like 50 other reasons to buy it, and Toby Fox had a decent following before announcing the game, so that is useful to keep in mind.
It is important to get rid of default assets, too. I am not discouraging people from making games, but if you can't make or pay for unique art, you should be realistic about the commercial viability of your project. You can write the best story in a game, ever and have the most fun and unique mechanics. You will still have to be extremely lucky for your game to succeed if it doesn't look at least decent, unique and charming. A good rule of thumb is that you have less than 15 seconds to capture a person's attention with your game in its Steam page, and the first thing people see is the visual art.
I decided to start making a commercial game in 2017. Four years ago. I am still halfway through making it, and do you want to know why? Because I put the time into learning. Months of learning to draw with online classes, then one year of drawing classes. I have been practicing writing since then, too, while studying (there is so much material to learn on the internet). I tried to learn programming, too - but it was too ambitious of a goal, and I move to RPG Maker and accepted some of the things I wanted to do wouldn't be possible, in terms of mechanics. It is difficult, but it is August 2021 and I have a good product on my hands. There still a lot to do, but I can finally start thinking about the second, and probably most important thing about releasing a commercial game: The marketing.
You can make really good money if you make a good game, and MARKET IT WELL. Marketing is honestly more important than the actual game, when it comes to sales. Of course, if the game is bad, no marketing in the world can make it popular, the game's reach will be very limited due to nonexistent word of mouth... But if you make a good game, and don't market it well, then it doesn't matter how good the game is: No one knows about it, no one will play it.
Here is a good website on marketing games (it is not mine, I am not self plugging):
A good video from one of the creators of Crypt of the Necrodancer, regarding profitable indie games: