I've said it before, and I'm sure I'll say it again in the future - Kickstarter is not a charity.
I get rooting for the underdogs, and I wish things worked out for them more often. I was once in a similar position. When I was working as a developer with SRRN Games, an independent game studio in Richmond VA, we were having a rough fiscal year in 2012 and were hoping for a turnaround hinging on a game design we were trying to kickstart. However, the KS campaign failed. It wasn't the video game community's fault that it failed, it was ours. We didn't have enough of the game ready to show the world for the KS campaign as to inspire confidence in our product, even having successfully launched games - and reasonably well-reviewed games at that - published by known names in the industry such as Konami and 7-Sixty (a subdivision of SouthPeak Games) and/or independently. We also didn't get the word out strongly enough to draw the attention needed to succeed. It was our first time trying a KS campaign, and we learned a lot from that failure.
That I'd never heard of Axis Games before yesterday is exemplary of the problem; I never knew Axis Football was a series until yesterday, I certainly didn't know of any Axis Football crowdfunding campaign on Kickstarter. Is that really the community's fault? Or is it the studio's fault for not doing everything it can to effectively get attention for its brand?
Looking at the 2013 Axis Football Kickstarter itself (I found it with a Google search), the 2D game prominently shown has crude visuals and gameplay as well. Whether we like it or not, graphics absolutely matter, and the 2D game was on the low end of the graphics quality scale and wasn't attempting any particular retro aesthetic either; it just looked bad. Games can be 2D and look good, just look at Dave Murray's successfully-Kickstarted Gridiron Heroes, for example. Further, Axis didn't provide nearly enough footage of the 3D game in the KS information to inspire confidence in the new product; it's basically all stills of 3D geometry in the Unity editor. The KS campaign we attempted with SRRN had far more than that - concept art, in-dev screenshots and videos, a free retro-styled game alongside the KS campaign to promote the KS effort - and even all that wasn't enough because we didn't have a full game to show and my boss's name wasn't Tim Schaefer to make up for that fact.
I'm all for backing indie game developers - I am one. However, there also has to be some personal accountability when things don't work out. It's absolutely not the community's fault that there aren't other compelling options in the football gaming space.