doesn't really have experience, but:
- it seems expensive for the content. I know 100% it's not a fair comparison, but ArcadiaQuest ha 37 minis and quite a few more components for not much higher price (and that's even before the extra because of SGs)
- design has no appeal. Looks like you'd need to hire someone to redesign / redraw the components
- most KS-s I follow are because of the wonderful minis. The busts here look like they come from grade school. For this you'd need a 2d or 3d sculptor to redo all of them. (The most distracting is the ring around the eyes, but even the rest doesn't look good for me)
- as for the game there is very little info on the world. You just show the game mechanics and even there there is little info, so it's hard to decide if they work like they should to.
- I get it that there are 12 quest cards, but at first glace that doesn't show a lot of replayability.
- info on shipping: I see you don't want to fall in the way of early KS, where they asked X$ for shipping, but a few years later that wasn't enough for anything. Still some guidelines would be helpful (right now without SG-s it's estimated at X euro for shipping in eu, Y to US, etc)
- risks and challenges: the only useful info here is "there can be delays".
in summary: it looks like a real KS, where 1 private person has an idea that he/she want to make true and needs support. Sadly KS isn't about that anymore and expectations are gone through the roof. A homebrew game without some killer art won't sell nowdays. (Yes you could argue exploding kittens was a hit despite how it looked, but it costed 'just' $20 , and was a success mainly because of the followers of the Site/FB/Twitter of the creator, not because of the merit of the game)