On amount to kickstart/whole cost then it seems most people playing in that world use it almost as a preorder system and then don't expect to sell that many copies additionally when all is said and done.
Yes and no. Most kickstarter developers seem to be in the R&D phase where they've already gotten enough invested into it that they'd like to figure out how to fill out the rest of the design and basically, as you say, get preorders to start selling on mass production scales. But the idea is also for them to produce a final product so they can then sell it on Steam/PS4/WiiU/whatever or Think Geek (for physical stuff). For example, Shovel Knight had a campaign that was from Mar-Apr 2013 with a Sep 2013 delivery date. Actual release date wasn't until June 2014. Which leads to...
3 years not enough to go from concept to gold? For a 3d COD style affair then absolutely. For a 2d platformer from a theoretically experienced dev of them (it is not like they would have to figure out camera designs, jumping physics, probably do OK on input latency, arguably knows level design...) all for modern machines that you would theoretically struggle to peg in said 2d platformer even if you coded it fairly loosely... I am less sure there, sure I imagine half competent coders could have something together but "worthy" of the megaman legacy and however many millions is a different matter.
Well, 3 years top, starting from scratch. Based upon a guy who has probably gotten into the habit of corporate bureaucracy. I mean, things would be different if they already had a base engine, were already working on the assets, and had an idea for the design beyond a few base ideas. It'd also be different if they were being ran by a 3rd party (higher ups) that was forcing on them hard deadlines--it sounds like that's part of why Inafune left Capcom.
So, as much as Inafune and several veterans of the industry could push forward a lot of the work, it's easy for me to imagine that without a hard base to go off of, Inafune couldn't likely lead the newbie coders and asset makers forward enough and had to rely upon basically getting lucky that they'd do it themselves. Well, that's like a lottery and ends up with your project scraped ~50% of the time to do it all over again.
Anyways, that's my feeling about it. It'd be a radically different time frame if Mighty No. 9 had been, say, a game that was made by Wayforward or another established company but had Inafune (and one or two others) directing the game design, art, level design, music, etc.
Regardless, virtually no one on Kickstarter seems to deliver on time and most end up needing additional funding. It just seemed Mighty No 9 was especially guilty of asking for money too soon and being too early in the development process.
But, I can't really complain. And most of what I said may well be BS. After all, it's out before Cryamore.
I have not played the game yet so I can't comment on how it plays, and I am kind of particular about these things so I would want to see what goes.
I can't really speak for the game either having not played it. I just know that there's no way it could be "the 7yo experience, playing Mega Man for the first time" no matter how awesome it is. That alone just makes me shrug my shoulders and consider it yet another Mega Man clone.