Hello tabris666, I would be very happy to address your concerns.
First, I have no problem with people reposting links to the public content, espacially if it is a non-profit site or a forum I of course have no problem either with reposting the game, it does not hurt me in any way too since the patreon link is embedded.
Second, no guideline violations here, there are compiled exes which are currently behind Patreon tiers. The standalone builds allow for more customization and comfort in general but the features should be the same as much as can be translated to web with the tighter security considerations and lack of multi-threading support of web-browsers). Additionally I am of the knowledge there aren't even any such guidelines, but if you have a reference I would be very thankful if you could link me to it.
Third, your qualms both about Patreon and Unity are justified, first Patreon, it is not a good platform in general and since a court ruling a few days ago they are currently under the risk of being sued into bankruptcy by thousands of ex-Patrons which is why I am currently a little careful about it. The thing about projects never getting finished is in general true too because unlike crowdfunding methods like kickstarter there are no terms of service that require a project to be finished. I would have tried a kickstarter campaign but unfortunately I do not have the faith that trying to bring money up-front would be successful, I have to have something to show for first. Maybe later in the development if there is a major feature requested that would require a lot of money to do.
Now, the reasoning for Unity. I have experience in both Unity, which is very much an unprofessional beginner-engine, and Unreal Engine (no Blueprints), which is not. I originally wanted to make it in Unreal engine, but I had several reasons to go with Unity. First, UE WebGL leaves a lot to wish for and second, UE is not made for these types of games, the rendering is not fitting very well to anime-type games and Unity has become a staple in the japanese development community (which is why it is used by Illusion among other companies) and therefore there are a lot of resources to fall back to which makes it an infinitely better choice.
The only thing left to say is that I can only prove this project by continuing to work on it. It's going well, the original roadmap is kind of skewed because there are multiple parts that need being worked on at once, but I am slowly adding events in with sfx as a side before I can go to particles, but in general I believe reaching feature-parity with SDt (base-game) will happen relatively fast (Apart from the breathing animation/chest-lift, which I already can say with certainty that it will take quite some effort to make in 3D, so it is on the back-burner for now to focus on getting the rest right). You won't be a skeptic about it anymore then, will you?