It's not always pedigree. Marketing has a lot to do with it, too.
<span class="bold">Tokyo Dark</span>, for example, is part of the Square Enix Collective, so there was an international stable of rabid fans just waiting for the KS to start. That's why it was funded in the first 14 hours.
Other game makers are often part of indie dev communities where members are following the project from its very inception, thus giving the game a huge launch when it finally goes live on KS. Game makers who don't do this can only survive on aesthetics
(or a good demo, if they have one).
<span class="bold">CatFish</span> was able to get funded just on their looks, so I don't think there is a proven method for success.