Down to the wire: only need 14 more people! Updates to Jumpman Forever Preview, and Christmas Cards
I mean, wow. What a ride.
I got confirmation: tomorrow, I'll have one more commercial level contribution (though, unfortunately, not one of the big ones, it's just one of the in-game links) that will give us another $2,500, putting us over the $20,000 goal!
Now, only one hurdle left: 200 people! We've got 64 hours left to pick up around 15 more people to satisfy the Ouya Free The Games Fund portion of the Kickstarter - we're SOOOOO close! This is turning into a white-knuckle finish!
But, if we don't get that last 15, we don't make all the goals for the Kickstarter. And, if anyone is doing the math at the moment, we're at 187, not 185, which would be 13. Well, there's two contributors listed twice - one is my loving wife who contributed early in the Kickstarter, then later when I was down about it, contributed a second time to make me feel a bit better about it. When you're wife will plunk down $10 just to watch you smile, that's love :-)
The other was a commercial level backer - I had to get the story on it to find out what was up, but, he contributed once for his company, then contributed again with his own personal account for the Ultimate Fan Pack (that's one heck of a shelf item for bragging rights!)
So, I figure those two should only each account for one person. Thus, 15, not 13.
Which means: along with me bugging people to try and get some more contributors, plus the PR guy bugging people to get some last minute articles online, and I've got two more Podcasts to do before the end of the Kickstarter.
BUT - I need your help. Bug your friends, tell 'em it's a great project that you want to see succeed. Tell 'em to buy you the limited edition Christmas card. Or, you know, just tell 'em you think they're awesome, and that they'll do the right thing. (Actually, if they're your friends, tell 'em they're awesome even if they don't contribute - everyone needs that from time to time. :-)
Meanwhile, I'm going to go ahead and write out stretch goals for the project - I already had some, but, I never bothered to put them up. I don't THINK we'll reach them, but Kickstarters have a way of going weird after they meet their goal. So, no telling. One of those stretch goals will make people happy: the original Jumpman levels, transcribed to as close to perfect as possible in the new Jumpman Forever engine (that's A LOT harder than you might think.) (And, for those who are curious: No Jumpman, Jr levels. Specifically, Randy gave me rights to Jumpman. IIRC, Jumpman, Jr. actually is licensed to someone else currently, but I have no way of confirming that either way!)
Updates to Jumpman Forever Preview
I SAID I wasn't going to update the Jumpman Forever Preview. I lied. After watching video of someone else playing Jumpman Forever, I realized there were more problems with the ladders than I thought. And, while I might be able to make it through, not everyone can - in fact, I've yet to hear of someone completing the Preview. So, I'm tweaking the difficulty a bit (it was going to have to happen for the real version, anyway), and there's a number of little bug fixes in there, too :-) That should be out later today for everyone to download.
Since were this close to making it, I'm going to be gathering up shipping addresses, names, etc. for the Jumpman Forever Christmas cards starting tomorrow. :-) I'm going to throw up three designs for each person to choose from, so you get your favorite retro-inspired cards for your friends and family (or, yourself :-)