Someone pointed this out on a comment to one of my updates, so I thought I'd address this now, not later :-)
When I was doing the pre-hype for Jumpman Forever, I cheated: $20,000 is a lot of money, so rather than going ofter a whole lot of $2, why not see if I could pull in some "big money" first - I created corporate level rewards that involved in-game ads (on a menu item) and splash screen ads, and went about trying to get those slots filled even before the Kickstarter campaign began. And it sort of worked: One slot is sold (though, he sort of missed and grabbed the wrong reward level - still counts though), and I've got another slot that's going to be sold soon, and maaayyybeee one more if I'm really lucky. Which still means it will be short of the target $20,000.
Why the focus on the "big money" ones first? Like I mentioned - $20,000 is a lot of money to raise. At $2 per person (that's the lowest level, though right now I'm seeing more $10 backers than $2 backers) that was 10,000 people I had to motive into being interested enough to back the project. Those numbers didn't look great, to me anyway. So, I created the corporate level rewards to hopefully cut that number down considerably.
Having said that: even with two corporate level rewards on the board, I still want to see 10,000 people contribute. The more people who contribute, the more people who help make a buzz about the game. The more people who make a buzz about the game, the better it's going to go at launch time. And, if I were to get enough for the stretch goals to start being real thing, then I'd start posting them. I'd be a whole lotta excited to have to do that :-) (I already have them planned out, but, it seems early in the campaign to worry about posting them.)
The Wichita Business Journal asked me why I was using Kickstarter to fund it - previously, I funded all game development out of my pocket (which is good and bad - it means I had to make more compromises about what made the cut, development wise, and what didn't.) Yes, funding with a Kickstarter does help me extend how much time I can realistically spend developing a game :-)
But, the long term effects of picking Kickstarter didn't make it into the article - in the end, Kickstarter is a great marketing tool, too, that really forces you to put in the effort towards raising the funds. For me, game development was always about writing the game, then... well, writing the next game, because I really don't care for doing the marketing portion of things :-) Using Kickstarter forces me to "think different", and I feel it's especially important with Jumpman Forever: I really want to see it end up with a vibrant, active community, particularly when the level editor phase of the project ships!
A huge thanks to everyone who's already contributed, and to those who are already tweeting and posting about Jumpman Forever - it means a lot, and even with my efforts to get the word out, you help is invaluable! Thanks!