Hard to say, since I don’t seem to be able to find any links/references to the latest version fo the game other than Android versions which I can’t test. However don’t be in a rush, take your time and do this right.
I’m puzzled as to why you need $3000, do you mean for both Android and iOS Pro? In which case do you really need both? Isn’t the general line of thought currently that iOS is a far better opportunity to make money than the Android market? Besides if you release for free on Android first then you have no Android market to sell to later.
How are you planning on getting investors? You appear to offer them no collateral, just (empty) promises of money when the game sells, that’s simply not going to be enticing to anyone. Strangely with all the talk of kickstarter and the couple of threads recently where people seem to think its their own personal bank, this is actually the first case where I think you could make it work, but…
The game must be far more developed and polished than the versions I’d seen to date, with clear instructions, nice graphics, good playability etc. I could understand you not wanting to release any webplayer versions since that could easily cannibalise potential sales on mobile, so how about making a video and posting it on youtube?
Now I don’t think you’d be guaranteed to get a successful kickstarter project, but if you have a polished looking game to promote and keep your goals low (say < $2500), you could stand a decent chance. However you have to build on your strengths, such as having a completed game, clear statement of aim/objective behind the project goal, play up the ‘breaking into the indie game industry’ etc.
Ideally you’d offer a very low reward tier say $1-2 that gets the backer the iOS version of the game. The only trouble is i don’t think its possible to do that with the Apple store? I.e. you either have to sell the game for that price or give it away for free, which would obviously remove the incentive for backers.
Its tempting to offer the Android version for that tier instead, but then that means you can’t release it for free, losing a large proportional of potential marketing, which would be the driving force behind the kickstarter project.
Its both interesting and tricky situation you find yourself in. Whilst the early version of the game I played wasn’t anything special, once I’d worked out the game rules it was a fun enough diversion. I guess what you have to work out now is where you’d get your biggest ‘bang-for-buck’ in terms of generating some profit on it, in order to expand into other markets and buy hardware etc.
As I said though, DON’T RUSH. Take your time, plan everything out meticulously, spend a weekend reading up on marketing, looking at previously successful kickstarter projects/ indie games etc. Prepare and then prepare some more to make the biggest impact you can.
Good luck
ok one potential thought on kickstarter - its a risk, though not really any more than your initial plan.
Release you game as a webplayer, let people play it, then use kickstarter as a kind of ‘donation’ approach (i.e. hey you enjoyed playing this game for a bit, why not back it with $1), except one where backers get nice rewards and one which looks far more professional and ‘feel good’ than simply having a pay-pal donation button on your webpage, which is rather old an tired way of raising funds these days.
Hopefully allowing people to play the game will either encourage them to support you and your endeavour. You could have a $1 tier to get the Android version and maybe you could have a limited $10 tier for say 40 backers and give them 40 of your 50 free download codes (I think that’s right - need to check apple store etc).
Obviously you still need to work through the details (double check how many free codes you get etc, etc), but I feel that might be a more realistic plan and something that you could build on?