Document the process of learning everything you need to learn and put out several short, free games first and THEN go to Kickstarter. Gives you plenty of opportunity to give up without screwing people over (because you might not actually enjoy it) and if you do get to the kickstarting bit, you can point at all the evidence you've gathered and say "that's what I've done, from nothing and this is where I am going".
The only thing is, anyone can know nothing about programming and game design and art and say "if you give me £10, I'll show you videos of me learning how to code and then give you a game at the end that might be fun, but might not be". That isn't unique or hard to find anywhere, you'll find the biggest successes on Kickstarter are the projects where people think that this is the only time this going to happen. Want another Double Fine Adventure game ever again? Want another Castlevania? Better not wait around because that shit ain't happening unless you give us money right now. So find that one thing that only you can deliver on and then deliver on it. Why do you think they put a timer on this stuff? To make it limited, it's like the anti-sale.
Best of luck.