Being honest with you, just looking at the screenshots, I don't think this has a huge chance on Kickstarter, either. Not because the graphics are bad (they're okay!), but because competition on Kickstarter is REALLY tough right now, unlike a few years ago, where I think this would've had a better shot. I've seen some professional looking games with modest goals not reach their KS goals. It's sad, but true. You need to really wow people now to separate them from their money.
That said, I tried the game, because I was interested by how bad the controls were, and I think it'd be a shame if you didn't make money with this game *somehow.* It's obvious that a lot of effort went into it. Everything feels very polished. You got a few laughs out of me (when I actually got a crappy venn diagram for asking, I had to chuckle), and the characters are likeable overall. The music, while mostly just out of the way but not offensive, had a few pieces that were nice and sweet sounding. I think you did good there overall, especially if you're a one-person dev team. This is definitely a game that demos better than it trailers, I think. I honestly thought it was going to be pretty "meh" judging by the screenshots, but after playing it, I can see how much charm doesn't shine through until you actually get into it. I think you could have a really cool game on your hands with a bit more time spent on it.
The two biggest things right now are the graphics and controls/gameplay. The graphics, while definitely charming, are definitely amateurish looking and not super appealing (to me, at least!). These kinds of games should wow you with their environments to make you want to keep exploring, but I never got any joy out of the backgrounds in this game. I was playing just to meet new characters and because the core gameplay loop was decent. The controls were okay, but needlessly awkward. Why are we moving with WADS? What platformer does that? 99% of the games I've ever played use the arrow keys, so why not stick with that? Use the arrow keys and a row of four buttons. Or just let people assign keys. Fixed! =)
The gameplay was mostly fun, but never got me especially excited. That's a tougher thing to fix, since music, sound design, controls, etc etc all come together to create a good feeling game. The most obvious place to start is the graphics.
Another thing that might be a problem (which is going to be tough to hear) is that 99% of the games out there feature a humanoid character as the lead. I think that's for a reason. Somehow jumping around as a slime just doesn't feel as good as running around as someone who stands on two legs? I dunno.
I got as far as the cho kakkoii Japan cat, plus a little extra. I'm posting because I think this game is much much better than it first seems. Which is good for the game, but bad for your Kickstarter. I think you should make the demo a very prominent feature of your KS campaign, and I'd use as much charm/humor/guilt tripping as you can muster to steer people into trying your game. If you haven't done a Greenlight yet, I'd run that at the same time as the KS, so you get some cross-promotion going on with that. Good luck to you, hope your game is a success.
If your game isn't a success, then don't take it too hard. From what I can see, if your game fails, it's going to be because of things that you can work on like graphics and music. There are plenty of people out there who are obviously hopeless at making games. You're definitely not one of them. I could see charm and polish oozing out of your game, despite the relatively low production values. Again, good luck!