I'll give you my honest opinion. The disclaimer is I don't generally crowdfund things, but I do hear a lot of people talk about what they like/dislike about crowdfunding.
Here's my impression. On your IGG page you wrote that this was a sequel to:
a single player adventure game, unfolding a strange story starring a cast of six characters over four chapters with about a dozen screens each.
Hmmm, sounds like a good bit of work. The sequel was going to be improved of course:
There will be a new world to discover, with all-new backgrounds, a new soundtrack, branching paths, new and old characters to meet and interact with and, of course, lots and lots of paradoxes. Basically, Skullz 2 will be like it's predecessor, except bigger, better, cooler, sweeter , doper, sicker and just all-around mind-blowing.
So the campaign was only 60% funded. But you speculated on your page about what would happen in that scenario: you guessed it could be done in February or March.
Nine months later: It's now November, you've for some reason expanded the scope even further, and your devlog says you're only 20% done.
I totally understand that developing a game with limited resources in your spare time is incredibly difficult and I'm not faulting anything you did. But I do wonder how this all looks to potential backers. On the one hand, you might not have enough exposure for it to even matter. On the other hand, someone who looks up the history and doesn't get a good explanation is going to be upset.
You see, I'm scared of having a second crowdfunding campaign once the game is close to completion coming off as shady/scammy.
The big thing is A) you need to meet all promises made to original backers and B) you need to articulate exactly
why you need more money (which the only reason I can see at this point is that the first campaign didn't go so great... not exactly an exhilarating reason).