The first key: Don't ask for too much. Be ready to ask for less than 100% of what you need. Set your goal at exactly the funding level that is make or break for your project. (But be sure to set it high enough to cover the actual rewards as well.) If a comic takes $15k to produce on a reasonable budget and you can comfortably put in $5k, set the goal at $10k. If you don't hit the goal, you don't get funded.
About one in five Kickstarter backers, I find, comes from a country where American style comics are not that big. The backers are more diverse than what you might find in the average comic shop, in terms of ethnicity and gender as well. Many are more familiar with web comics. If you have a name collaborator or two from the comics industry, this is good and can help with getting press at places like Comics Alliance or Bleeding Cool or CBR but it won't make a huge difference to people who organically discover your campaign. It is honestly about the product there.
Big, dumb ideas travel farther and more effortlessly on the internet. Your treatise on the duality of man is going to be a much harder sell than zombies Power Rangers piloting mech suits. A big, dumb idea can trump name recognition. Find the big, dumb (but enjoyable and uncynical) angle into what you're doing.
Think of your project as 75% product and 25% charity. As far as that goes, especially when creating low priced reward tiers, you can get away with maybe 25% higher than standard market prices unless you really sell your product as being somehow handcrafted and artisanal. For high dollar rewards, I recommend some bulk-ish orders (Kickstarter has rules about this) for the price sensitive and some really high margin rewards for affluent backers. If you don't offer that variant cover for $200 a piece, the affluent backer has no excuse to shower you with extra money and you may wind up using that money to cover unexpected shipping increases to Abu Dabi on another reward.
Your perks represent paths to funding and different combinations of people pledging for them may lead you to your goal. You want as many paths as possible but avoid things that stray too far from making your product while allowing for enough different levels of reward such that maybe 10 high rollers can fund you completely or 200 small backers can.
Hard reality: A pretty successful campaign has no more than 200 backers and averages between $15 and $50 per backer with an average of around $25. About 75% of backers for Kickstarters discover projects through the site. Your dreams of more than $10k are unrealistic unless you have a legion of social media followers. $2-3k is modest and realistic. Many projects don't get dramatically more than they ask for so don't set a goal of $50 and expect to get more and very low funding goals fail to attract attention. Between $2k and $10k is a good range.