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I definitely understand the desire to generate buzz, but I don't think Kickstarter is a good venue for that. I think if nik had come here and posted a link to a dev blog and asked for feedback, it would have generated more of a positive response than a KS project. Even now, you can see how a thread that could've been discussing your game concept has been derailed into talking about the nature of Kickstarter.
That said, I think it is a cool idea. I see nothing wrong with your concept, and frankly it's something I would be interested in playing. Without seeing any gameplay, it's hard to give much more feedback than that, but I will say that I think Greenlight might be too ambitious right now until you can generate more buzz. It's kind of an unproven platform and so far officially greenlit games have only trickled out, and those are games with popularity that has spread like wildfire.
I think the best approach for indies to take when they're new to the industry is to do small, free releases and try to get coverage from outlets like Rock, Paper, Shotgun. The problem is that there's just SO many new projects coming out every day that it's really easy to get lost in the crowd, and I think doing (essentially) a cold call to the community to Greenlight your game is going to be a hard sell.
For now, I'd focus on getting something together to the point you can do a gameplay trailer for it, then throw it to places like Reddit or RPS and see what sticks. If you don't get a response, keep working on it, do another, rinse, repeat. Keep working until you hit release time, and even if it hasn't exploded in popularity, throw it out there.
There's a good chance you won't see the level of adoption you were looking for, but building and shipping your first product is the first step in growing to make the next one even better. Don't be discouraged. The only two consistent principles I've seen between all of the big indie breakthroughs in the past few years are 1) be passionate 2) be persistent. Those two will take you pretty far.
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