Games cost money to develop commercially (i.e., with paid employees, etc.). The platformer Shovel Knight had an estimated development cost of $1.4 million (
source). In developed countries, the cost of a professional developer is ~$10k/month. If this campaign reaches its goal, after taxes and Kickstarter's cut there will be about $20k, or roughly the cost for a single developer for 2 months. And that doesn't cover marketing and other costs.
I wish luck for the OP. Congratulations for going for it. I fear the goal itself will be difficult to reach. The visuals aren't great, and people judge books by their covers nowadays. The text starts with a lot of contextless world building and never gets around to describing the unique hook of the game, at least from my skim of the headings. (It's probably in the body text, but I only skimmed a little of that, to better represent a real world potential backer.) Remember that there's a funnel. If you catch people's attention with visuals, a small proportion of them will skim the headings. Of those people who skim the headings, a small proportion will read the body text. Of those people who read the body text, a small proportion will consider backing. Anyway, good luck! And even if you don't reach the campaign goal, nothing's stopping you from continuing to make the game on your own and seeing your vision to completion!