I've been with indieDB since 2006 and honestly with what you've CURRENTLY got out there, not a chance unless I've under-evaluated the genre's appeal and supply-demand by a lot. But!
I can see you have a huge amount of content done but you just aren't really selling it. You should have maybe done some gameplay videos before you went for "feature complete alpha" to grow a better fanbase. But it's still a new project on the site and this is a perfect opportunity to test your marketing abilities. First focus on climbing indieDB popularity and see what works and what doesn't.
Son of Nor is one example of how to do it. https://www.kickstarter.com/projects/stillalivestudios/son-of-nor-the-world-is-your-weapon
They just tackled the public from all angles, they did everything from indieDB to this site, Steam Greenlight, Kickstarter, facebook, Twitter... they had so much content fired all over the internet that nobody could miss it and once they got people interested they kept them tagged along by constant updates and video blog with in-game material, developer insight etc. I'm not saying that's what it takes but getting the public interested in your game enough to fund it even if you have a solid idea and good progress is hard work and you probably only get once real chance with the crowdfunding.
So get the trailer out there and start marketing the project. Update the indieDB site frequently (each update bumps the project back to top) and try to reflect your project status accurately because you are further than one could deduce from the screenshots alone. Currently the indieDB site is your only base on the net and you've got around 30 followers (now including me :) ) and if each of us were interested enough to chip in we'd have to donate quite large sums of money.
I think you should pay attention to establishing the "brand" of your game. Logos, fonts, colors, visual style. Maybe that'll come naturally as you complete the trailer.
When you get a growing fanbase and start to attract the masses you know you're on the right track. For indiegogo campaign It might be a good idea to dissect the $5,000 budget and really go over the costs to see if that's the right amount to make the game really happen. Prove people that your game is awesome, this is where you are, this where you want to be and this is what it takes to get there. After that it's just a matter of listing the right perks :)
I might be speaking just my personal opinion but even if you have a game that is almost playable I suggest you don't stress the fact that people are getting the game for their money or that they are buying the product. I feel like this only makes the audience more skeptical and critical. "Is he really going to finish it?" "What if he won't get all the money? Then I don't get the game and my money isn't returned" "Do I really want to play this game more than my favorite $20 game?" When they might just want to give you some money because they liked your project.
GL and I'll be watching your progress :)