Two months without coding is nothing. I've been working on my game for five years now, with very little to show for it. This is partially from a lack of initial knowledge forcing rewrites (I was thirteen when I started it, and was just learning QBASIC), partially from a changing vision, but mostly because I was never fanatical about it. I would sometimes go for six months or more without touching the code.
Now I'm getting a little better, setting up coding sessions with one of my friends so we can both make progress on our games. I still haven't gotten past the inventory stage, but it doesn't bother me. This is because I know that my slow progress is a lack of effort, not a lack of capability.
So don't worry that development is slowing down. This is a good chance for you to just reanalyze your game, and, if people find it too much like Crawl, change it a little. Crawl is popular because it's unique. Games that are inspired by it will naturally take second place, and probably be overlooked.
So find something unique, something special, something interesting. Find something that your game has and no other game does. For me it's pure skill-based advancement (not based on kills) and a combinable magic system (Flame Aura + Summon Reptiles = Summon Salamanders). For you it could be a great interface, a complex combat system, a clever quest generator, or really anything else.
Unless you have run out of ideas, keep at it. How will your game get the recognition you want if no one works on it?