Nah, I don't really need that. I don't think there's a feasible way.
I'm ok with the whole trust/honor system. In the longer term, it will only become clearer what to back and what not to back.
I think we've all gotten better at picking projects as we've grown more used to this system, or at least I would assume so.
It's still a relatively new concept - and it was inevitable that the early waves would involve a ton of hit and miss, and it's certainly no surprise that a ton of people used it as a convenient source of income rather than an opportunity to create.
But it has also evolved, and I find that a lot of games now do the early access thing - which is a lot easier to get a feel for in terms of "will this thing actually be finished" and "is this a real thing".
Now, for this game - we have a perfect example of what these developers really need to do. They need a demo that represents the final game to a reasonable extent - which I'm 100% certain is the reason this is doing so well - against what the norm would be for such a small project.
Well, there's that and the biggest problem of all: The fact that marketing is what sells - not the actual product.
I have no idea how to handle that. I despise marketing and I despise that so many things in this world is wasted because marketing dominates.
If only there was a way for the cream to rise and the crap to sink - rather than mostly the other way around - and which didn't involve actively lying to your potential audience.
What's worse is that it's such an accepted form of deception - at least in the US, which is still the largest gaming contributor by a country mile.
Maybe if there was a way to do effective marketing that didn't involve money? Some kind of standard we could establish where all marketing was taken out of the hands of the creators (well, the suits funding the creators) - and through some kind of process that was equal for all products?
Well, one can dream