If a project can only raise 5% of its budget in the opening stretch (which is usually the time where Kickstarters make the majority of their money), yeah, its prospects are beyond abysmal.
This project needed more than a comeback - it needed a miracle. Even the project starters, it seems, had the good sense to realize that interest and funding wasn't just going to materialize by divine providence.
You seem to get your hopes up so much for pipe dream projects like this that you let yourself become completely blind to their many, many faults. Wanting it to be something it wasn't isn't going to bend the fabric of space and time and make it so.
The presentation, from the video itself to, yes, the myriad of grammatical errors (Yeah, it matters. If your grammar is so consistently poor, how are any investors supposed to take you seriously?) was embarrassingly amateur. It did little to capture people's attention or hook them in any way. As for the game itself, all they had to show was... a backdrop, some animations, and a single character cutting rocks. They seriously expected that alone would convince people to throw 25,000 Euros (or more) at their feet.
Not to mention the whole "We quit our jobs for this!" bit. Making an impulsive, utterly idiotic decision and seriously expecting the internet to support you along the way? Yeah, pretty bad.
Hopefully this fiasco has served as a good wake up call for these guys. If they can get their act together and produce a Kickstarter actually worth supporting (begging their former bosses for forgiveness wouldn't hurt, either), maybe they'll have better luck next time.