24 Hours Later...
To all of our backers and supporters and friends we've made over the last whirlwind 24 hours -- anyone who came to the panel or the signing at PAX, tweeted about us, came to an interview or wrote a story about us, emailed or commented on our Kickstarter page, posted or shared about us on Facebook, told a friend about us, wished us luck or even just came up to say "hi" -- thank you, thank you, THANK YOU! We could fill this whole update with nothing but those two words and it still would not be enough.
We were and continue to be -completely- blown away by the outpouring of love and support from so many amazing fans, both here at PAX and from all corners of the Internet. It was your passion for our previous games that got us to the starting line, but it's seeing and hearing and reading your feedback and well-wishes for Mighty No. 9 that will fuel us to the finish, and hopefully beyond!
We're still running around like crazy wrapping up PAX (all day Sunday was spent in interviews -- look for coverage soon coming from The Mega Man Network, 100K Strong for Legends 3, Kotaku, Polygon, Giant Bomb, Destructoid, US Gamer, IGN, Gamespot, eurogamer, Game Informer and more), and need a day or two to recover and return back to Tokyo from our debut here in Seattle, but we'll be all set up soon. In the meantime, we're getting ready to ramp up on Facebook and Twitter (follow us @MightyNo9!), we're already answering questions in our KS comments and email, and most importantly, we're prepping to start rolling out regular updates beginning this week!
Speaking of Kickstarter updates -- what do we have planned? How does more concept art, new story and character details, video clips, featured fan art (if you have some, send it to us!), and a podcast sound, for starters? How would you like to follow the evolution of a boss design, from rough sketch to finished product? Or listen along to a localization session as we discuss different character and boss name options? Or take part in an early backer poll on the design for Beck's partner, Call? Or...well, you tell us! We want to hear about what kind of info -you- want to hear about most -- both for our campaign updates and, should we make our goal, beyond that as well!
Finally, before we go, we wanted to give a super-special shout-out to two of our partners: first, Fangamer -- who somehow not only helped design and create awesome made-to-order shirts with unique numbering on each and every one on a super short deadline, but also pulled off the miracle of getting them in the hands of 550-ish PAX panel-goers in a timely and orderly fashion (still not entirely sure how they did it!).
Also, major, major props to 2 Player Productions, who...well, their talent and hard work is evident for all to see in our beyond-our-wildest-dreams-amaze-town pitch video, but what you -can't- see is the infinite patience they've shown, working late nights Skyping with Japan, sitting crammed into a tiny hotel room filming for days on end, and dealing with all the other added hassles that come with doing everything in two languages for the past couple months.
Both these companies are not contractors with this Kickstarter, but true partners and friends, who have risked a lot themselves to take this ride along with us -- and both of them have more in store for us and you throughout our Kickstarter campaign and hopefully beyond.
But we want to end this message how it began: with thanks and gratitude to you, our backers and supporters and fans. With that in mind, we'll leave you for now with this amazing piece of fan art (from rnn, aka @prnnography) that we think says it all:
-The Mighty No. 9 team
MIGHTY NO. 9 COMMUNITY SPOTLIGHT!
We thought it might be fun to use this spot in our updates to highlight cool stuff that comes out of the community, or that we think our community would like to know about -- we'll start, but send us your ideas, links, updates and whatever that have to do with Mighty No. 9!
Now then! Let's kick this off with a great big nod to the Shovel Knight team at Yacht Club Games, who gave us loads of advice and encouragement on shaping our Kickstarter campaign! There's not many places you can go to find a good example of how to do a traditionally-console-centric genre on Kickstarter, much less how to do it right; these guys and gals not only nailed it game- and Kickstarter-wise, but were willing to answer about 10,000 email questions from us at all hours of the day and night. And yes, they were at work all hours of the day and night, 'cause that's just how dedicated they are to making their game awesome! We were super-excited to see it on display here at PAX in Nintendo's booth, where it was drawing huge crowds -- be sure to check it out!