Ordering Gothic Doctor

Hi folks! I know it’s been a long time since I updated the site, but I’ve been busy making sure that copies get out to backers. Now that they have, we’re ready to make sure that everyone who wants a copy of Gothic Doctor is able to get one!

So, if you want to order a copy, click right here, fill out a quick Google Form, and you’ll have one shipped right to your door! If you have any questions, email me – and as always, you can follow me on Twitter – or you can follow Meltdown Games. Or both!

Until next time, folks, happy doctoring!

Gothic Doctor Wrap-Up, Part 2: During the Project

First off, sorry about the delay here. In my next post, which will be out…uh, sometime…I’m not going to make any promises her, I’ll talk about what we did right and wrong post-Kickstarter. Spoiler: there have been some – and that’s been taking up some of my time. But, in this long-overdue post, I’ll be talking about what we did right during the Kickstarter.


The Page Itself

Part of any good game is the graphic design, and looking back over our first Kickstarter after we failed, one of the things we eventually realized was that the graphic design on the page needed a lot of work, we had too many levels which confused backers, and there we weren’t showing off enough of the game art. So, we made the graphic design more coherent by having fewer fonts that we made sure we all legible, went from 14 confusing levels to 6 clear ones, and showed off a lot of the art. A quick look at our first and second pages, I think, will tell the story better than I could.


Engagement with Backers

In addition to having a page that actually looks halfway decent and shows off our art, we also made sure that we were interacting with our backers during the campaign. In 2013, we ran the campaign when I – the public-relations half of the team – was in the final month of school. You remember high school, right? The work that teachers crammed in at the end and you felt stressed until the last week when there wasn’t much to do? That’s because your teachers were ripping their hair out grading papers, designing final exams, and then finalizing grades. REAL bad time to have anything else to do.

So, this time around, we scheduled the Kickstarter for one week after my school year ended, and I made the Kickstarter my full-time job. (I kept track of what I did each day in a series of blog posts, so those are in this blog starting here if you want to go back and see them. And if you want to see what all of this was like for my wife, she was refreshingly honest about that here.) I answered any questions pretty much immediately – except for the few days I took off to go to the beach and actually not stare at a screen for a day. Rather than the first Kickstarter, where we averaged just under one comment per day, this time around, by interacting with backers and being responsive, we had roughly 7 comments per day.

In addition, we made sure that we had plenty of update fodder so that we could average about one update every two days. In all, in 22 and a half days, we had 13 updates – then fourteenth just after the campaign ended to thank everyone. However, I think we did a good job of not spamming our backers, so what was it we put into relevant updates?

The biggest thing was voting on new patient cards from funding stretch goals and action cards from social stretch goals. Each time we unlocked one of those (and thanks to our shockingly supportive backers, we hit 16 stretch goals, 12 of which required voting!), we had something meaningful to talk to backers about – and each time there were results, we had meaningful content to share with them, too. In fact, we made some decisions to delay posting polls or results until we had more to avoid sending too much to our backers.

Beyond that, the voting and results made it clear to backers that the engagement wasn’t simply a one-way street. We gave backers a real voice in what we added to the game, and in response, they engaged with us by making the project more successful than we thought it could be.


Having reviews

During our first campaign, we started out with zero reviews on the page – and when we finally got some, we didn’t add them to the page. For our second campaign, we had at least five reviews up before we launched, and by the time the campaign ended, we had eight. And since backers in the early part of the campaign are so important, you need to have those reviews – from respectable reviewers rather than just BGG testimonials. It’s great that people are talking about your game, but BGG folks could be anybody.

(During Metatopia, I got a lot of questions about how to get reviewers, so I whipped up a post about that one morning when I was too excited for gaming to sleep.)


Our Stretch Goals

This is one place where, honestly, we dropped the ball just a little bit (but just a little, I think) – and I’ll have more to say about our stretch goals when I talk about what we did right and wrong after the campaign. But, one issue that started during the campaign was our stretch goals.

We were right in one respect: we didn’t put all of our stretch goals out right away. Even though we funded (until the final four days) at about the rate we expected, if we had crazy progress in the first few days, we could have spaced our stretch goals out a little bit more. The basic idea is that, at the rate you’re funding, you want that next stretch goal to be exactly that: something that you’re SO close to that, if you just stretched a little bit, you’d get it easily. So, if you’re making 5K a day, have stretch goals every thousand isn’t really going to help you much. You’ll clearly get there – so backers don’t have to do anything. On the other hand, if you’re making $200 a day and your stretch goals are 5K apart, there’s nothing backers will think they can do to make that happen. So, we were flexible in that way.

But, John and I expected that we’d hit $16,000 in the final days of the Kickstarter based on the early action, and we had pretty good plans for getting to that point. The upgraded clock was going to be a great way to get people to stretch to the 14K mark, then a bonus patient would be some sweet, sweet icing on the cake – but not a heartbreak if we didn’t hit it. And, like I said, four days from the end of our project, that looked like exactly what was going to happen.

And then there was the Weird Weekend.

I still don’t know what happened exactly, since weekends are supposed to be slower – and had been during the rest of our campaign. Instead, we jumped from around 12K to 15K – and needed new stretch goals. Luckily, we had Shari from AdMagic on speed dial and were able to work with her – despite her having a really bad flu – to figure out at least one more stretch goal that wasn’t a new patient. But, it was a tense day of trying to figure things out, which we could have avoided if we prepared better for what would happen if we succeeded more than we thought we would.


I think that’s about everything. Something I missed that we did well? Something that we should have done that we didn’t? Let me know either in the comments or on Twitter: @levzilla or @meltdowngames!

Getting Reviewers

This weekend at Metatopia, I presented on three panels, and at all three of them, people asked the same question: “How can I get reviewers to review my game?” So, here’s my answer:

“Become part of the community. Follow people on Twitter, talk to other game designers, talk to the reviewers they’re interacting with, answer questions, ask questions, and talk to people like they’re people about the things you’re both passionate about. Agree. Disagree. Listen to podcasts, read reviews, and decide which reviewers you like best. Keep listening to and reading them. Start all of that now even if your game is just an idea in your head. Then, when you have a good prototype ready to send out, ask them if you can send it to them. They’ll probably say yes.”

And that’s it. The magic is that there’s no magic, just time and effort.

Werewolves + Math = Yay!

For a new project that I’m working on finalizing in time for the holidays, I’ve been looking into the ideal odds for a game of mafia/werewolf. Turns out, the odds of the werewolves winning is equal to the number of werewolves divided by the square root of the total number of players. Thanks, Wikipedia!

So, if you want to take a look at the Google spreadsheet I devised to figure out what the best numbers would be, here’s the link. Enjoy – and have fun lying to your friends before murdering them!


It may or may not have something to do with this little guy here...


The longer explanation, if you care

Since the ideal would be that the werewolves and the villagers have an equal chance of winning (or that either side has a 50% chance of winning), sometimes, the ideal number of werewolves is going to involve cutting some of your friends in half. And while the game is all about ripping friends to pieces, it’s best to save that for during the game – so you have to round. But the question is whether to round up or round down.

Ultimately, I decided the best course of action was to calculate the odds of the werewolves winning if you rounded up and if you rounded down. Then, I figured out which one was closer to a 50% chance of winning and go with that.

However, the mere math overlooks a much bigger issue: how good people are at the game. The math simply assumes that each day, the people are guessing randomly – and that at night, the werewolves are randomly eliminating villagers. In any good game, this just isn’t the case. (One of my friend, every time I’m a werewolf, looks at me and says, “Yeah. It’s Doug. He’s doing his tell.” The worst part is he won’t tell me was my damn tell is. Some friend…)

So, while the math may lead you to ideal games mathematically, it won’t lead you to perfect games that come right down to the wire every time. However, given that you assume that the werewolves can pick off the people who seem better at it – and that some of the villagers are better at reading players, this advantage probably about averages out.

But then you have special roles – and I’m not even going to try to figure out how those various roles affect the math. All I’ll say about that is this: in cases where the odds are in the werewolves’ favor, a special role or two would give the villagers a bit more of a chance – but calculating most of these mathematically would be really, really difficult.

And, so that you don’t have to scroll up to the top, here’s that link again.

Gothic Doctor Wrap-Up, Part 1

Some Background

About a year and a half ago, we posted about the lessons we learned from a failed Kickstarter – and if that’s the sort of thing that you’re into, you can find that right here. And no doubt about it, you can learn a heck of a lot more from your failures than you can from your successes. Besides, it’s not like we did everything right – trust me.

My buddy John and I have been working on Gothic Doctor since November 2012, and we launched a Kickstarter for it in the summer of 2013. Long story short, that first Kickstarter did not go well.

After taking the summer off to lick our wounds, the following September, we started working on it again. Mostly, we were working on the marketing aspects of the project (which I’ll talk more about later) – but we also worked on refining the gameplay.

Once my school year ended (I teach high school English, which might not be that surprising given the subject matter of the game), we relaunched the project with a lower funding goal ($7,000 instead of $18,000) and a shorter campaign (22.5 days instead of 30). Our first project had just under $9,000 pledged to it; our second, just over $20,000.

So, what happened?


What We Did Right, Part 1: Before July 1st at 10 am

Prior to hitting the launch button on July 1st at 10:00 am, we did virtually everything right. Most importantly, we became part of the community, playtested the game publicly, marketed the game, and finished the game. Most importantly, we did them in that order.


Becoming part of the community

Jeff King, of All Us Geeks fame, is fond of asking people the following pointed question: “What have you done for the community?” And if you don’t have a good answer for that question, you probably aren’t ready to run your own Kickstarter.

So here’s what we did. First off, we shared our mistakes publicly. A few weeks after the Kickstarter failed, we posted a “post-mortem” on the campaign, carefully reflecting over what we did wrong – and what we did right. Almost every week, that’s the page that gets the most hits on our blog, and a few people have contacted us to let them know how much that helped them from falling into the same snares that we laid for ourselves on the first project. Also, as a result of that post, I started writing an article a month for Cardboard Edison, who had already become very good friends, so I continued to help the community in that way.

On top of that, the aforementioned Jeff King and I did a mostly-monthly podcast entitled the Road to Relaunch, where he talked to me about the process of taking a failed Kickstarter to a successful one over the course of a year. We often hear from folks who heard that and learned something from it, and Jeff and I are continuing the podcast series letting people know about what goes on after the funding ends. (If you’d like to check those recordings out, you can find them by clicking here.)

Lastly, I became very active on a Facebook group called Kickstarter Best Practices and Lessons Learned, a phenomenal resource for creators and would-be creators to share ideas and give each other feedback for free. There are paid consultants out there who won’t give your page the same time and effort that the group will give it – but only if you’re part of the group for awhile before you ask for something in return.

Because, when you’re becoming part of the community, you’re joining a group that you want to be a part of, not that you want to get something out of. There’s no way that everyone who read the post-mortem, listened to the Road to Relaunch, and got advice from me on Facebook backed our project – but that’s fine. Would we have been happy if they did? Of course we would, but we didn’t expect it. If you’re joining the community because you think it’s going to be quid pro quo, you’re doing it wrong.

But, when you are part of the community, lots of the members of that community will want to help you…because that’s what communities do. You cannot start this step early enough. Join the Facebook group; start reading articles and see if you think there’s something you can contribute; just go to cons and be nice to people and give them feedback on their games – but start. Now. (Well, finish this article first…)


Playtesting the game

Prior to our first campaign, Gothic Doctor had been playtested in public once when John took it to a game store near him to settle a disagreement we were having about the rules (he was right).

This time around, though, we made sure that it got in front of as many testers as we reasonably could at cons, UnPub events, and even through sending prototype copies to interested players to blind test the game.

Cons are the easy part. There’s one pretty much every weekend somewhere in America. The trouble is getting there – and you won’t be able to get to all of them. But, as much as you can, you should take the game to local cons to get it in front of people. Double Exposure runs a series of cons about an hour north of me and they’re always exceptionally well-run events. In particular, their Metatopia, which is happening the first weekend in November this year, is specifically designed for games that have not yet been completed to be tested out and tweaked, often mid-game.

In addition to that, there are UnPub events that you could find by going to their website and looking for something in your area – or by going to a Protospiel event, which you can find out about here if you’re in other parts of the country than I am. These, too, are designed for unpublished games to go through the wringer.

The feedback you get will be brutal sometimes. No one makes a perfect game right off the bat, especially if it’s their first design. Lord knows we hadn’t – though the game was 90% to 95% done. But, as anyone who has brought a design to fruition will tell you, the last 5% to 10% is the toughest to finish. Cons designed for playtesting are exactly the kinds of places to do work on those last few pesky percentages. There’s a steady supply of people who don’t know you and won’t spare your feelings.

However, don’t treat this as a one-sided arrangement. If someone playtests your game for you, and then asks if you’d give theirs a shot, you’re not too tired – or if you absolutely are, make a time to playtest it the next day. Remember, this is a community, and communities collapse with even a few selfish members in it. Besides, word travels fast. If you make it clear that you’re only out for you, people will figure that out pretty quickly.

But, when I was at cons, I made sure that I gave other people at least as much time as they gave me. I played games I never would have played; some of them were awesome, some of them were awful, and some of them were awful and then I got to see them become awesome. That’s the best part.

On top of playtesting at cons, once we had prototype copies of our game, we found a group of playtesters who wanted to try out some variant rules we were testing (of the three variations, only one survived). These were folks who I met at cons and who liked the base game enough to try out some of the optional rules. Most of them gave us great feedback.

One suggestion here, though, is that if you are going to send copies to blind playtesters, have an arrangement with them ahead of time about how many plays you’d like them to complete – and a system in place for getting feedback. We created a form on Google Drive to collect their feedback, and that proved very valuable in making decisions about which variants to keep and which to scrap.

However, make sure that you have an incentive for them to complete the playtesting. For us, anyone who playtested the game at least 5 times got to be listed in the rulebook as an official playtester. When you have people paying up to $30 extra for a game just to have their name in one, this is a good carrot to dangle, I think. Second, we did a raffle, where each time a person logged a playtest on the form, they’d get one “raffle ticket” – and after we closed the playtesting, we randomly selected a number and gave that person a prize. It wasn’t anything huge, but it was another reasonably good carrot. But, even with these things in place, we still had just over 50% completion. You just have to expect that of sending games to people you don’t know well and expecting them to do something with them.

But, I will say this – and perhaps this is the lesson for doing this in the future: the people who I met at cons and wanted to do more playtesting all did at least five plays – and some of them over twice as many. In the future, I’m more likely to playtest with people I’ve met based on that.


Finish the game

When we did the first campaign, we had five pieces of art completed from the artist – since we were planning on using Kickstarter money to pay him for the rest. Big mistake.

The second time around, he had completed nearly everything that he could. All of the patients and treatment cards that he could do were done. This meant quite a bit more upfront, but it also meant two things. One, we had a lot more to show off during the campaign; two, our goal could be a lot lower.

For the first thing, people want to see the art from the game. One of the most responded-to updates was one in which I asked backers to let me know which patient they’d like to see the art for. That lets backers have some control over what you’re sharing with them and shows them that you’ve really got everything ready to go. People have been burned in the past by the okay-thanks-for-your-money-now-my-artist-will-start projects that turn into well-the-artist-is-having-some-problems projects. By showing off a lot of Jeff’s work, we were able to show that we just needed to finish the images that came up during the campaign as backer levels and stretch goals.

Also, it certainly didn’t hurt that the first thing nearly every player commented on was how awesome the art looked. A good artist is worth spending money on. That’s going to be the way that you draw players in. Amazing mechanics with bad art will have a tough time getting players to the table – because mechanics are very rarely the hook.

But, remember one thing. There’s a rule in any sort of out-sourced creative project that you can have it done fast and cheap, cheap and well, or well and fast – but not fast, cheap, and well. We chose to work with an artist who has a full time teaching job and two kids under 5. His work is awesome, and he’s giving us a great price. But, we knew that he wouldn’t turn images around in a day, and we planned for that – and for how much he has going on, Jeff works very fast.

That’s all in terms of the art – and I hope it goes without saying (but I’ll say it anyway) that the mechanics of the game have to be finished and thoroughly playtested before you even think about launching on Kickstarter. And to prove that we had that done, in addition to reviews (which I’ll talk about in the next section), we put up a PnP of the game with non-finalized art. That way, potential backers could snag the game, try it out, and decide if they liked it. But most importantly, they could see that it was all done and ready to roll in terms of the mechanics.


Market the game

Of all of the issues our first campaign had, this was probably the biggest. So, this time around, we had a thorough marketing strategy. We got it to reviewers a few months before launch so that they could release their review just before the campaign or in the first two weeks. Two days after launch, I took the game to DexCon (one of Double Exposure’s events), so we bought an ad on the inside cover of the con’s program. Being the extrovert of the two of us, I did interviews with podcasts to help get the word out there. We bought banner ads on a few reasonably-priced but well-trafficked webpages.

It’s important to remember, though, that it’s impossible to know what your return on ads is, even if you do something we should have done and had a different link for each source. Sometimes, it’s seeing the ad the second time – or the fifth time – that makes someone finally click on it. Much of advertising is getting the name of the game out there to potential backers.

Another way to market the game is to get in played by people once you’re out of the playtesting phase, which we did during the campaign and in the few weeks leading up to it. But in addition to our own efforts, we also enlisted the help of Matt Holden’s awesome Indie Game Alliance to get the game to places we never could have. You can check out the website to find out more about them, but, in short, IGA can help get your game demoed all over the country for the cost of shipping a copy. I couldn’t possibly recommend them highly enough.


Join the community and playtest, market, and finish your game – all at the same time

It’s a bit of a false distinction to separate these categories, since, really, they all feed into each other. If you send a demo copy to a playtester and they need to play it with friends, that’s marketing. When you’re sitting and talking game design with a new friend after they playtest your game, that’s becoming part of the community. So on and so forth. The more you think about everything you do prior to launch as part of one big bundle, the better – and so much the better if you focus on just enjoying yourself and becoming part of the community.


To Be Continued…

If you’re still reading, good on ya – and thanks. I know it was a long one. One of the big issues that you have to do before the launch is designing your page, and I didn’t address that at all here. Next time, though, I’ll talk about what we did right with our page and what we did right during the 22 and a half days that our Kickstarter was running. And I’ll also explain why the hell we had such a weird number of days.

Until next time, happy gaming!


I don’t use the blog for promoting Kickstarters, but this is a special occasion! Jason from Talon Strikes Studios just launched his Kickstarter for HOOCH today. Why bother telling you? Jason’s the guy who did the custom Gothic Doctor box that you can read and see all about in a previous post.

He didn’t ask me to post anything about his campaign, he didn’t ask for this as compensation for the box – he just felt like doing it. And I felt like posting here about his campaign. Check it out now on Kickstarter! There are even a few custom boxes left…but I definitely snapped one of them up!

So, if you want to get a copy – or a custom box if there are any left – you can get one here!

“What do you DO during a Kickstarter?” – Day 23

Long delay on this one… We were having password problems with the website, which might have just been my inability to type correctly…

7:25 to 9:21 – messaged backers, updated images on page for new stretch goals, updated blog

9:21 to 12:32 – went to mall with wife, who was inauspiciously off today

12:32 to 5:43 – messaged new backers, updated images for the site, prepped for wrap party, prepped images for the final revisions to indicate post-KS plans

5:43 to 10:00 – hung out at wrap party, taught Gothic Doctor to some backers who hadn’t played yet, played Fire at Will

Total Time Today: 10 hours, 24 minutes

I’ll be posting a more in-depth wrap up soon…ish. Given the delays of updating this blog, you just never know.

“What do you DO during a Kickstarter?” – Day 22

7:03 to 9:18 – updated blog, messaged backers, updated campaign images

9:18 to 11:05 – doctor’s appointment

11:05 to 11:40 – updated images, stretch goal planning

11:40 to 12:30 – lunch

12:30 to 12:55 – updated blog with my wife’s post about being married to someone working on a Kickstarter

12:55 to 6:13 – drove to friend’s apartment to help him rescue a cat, spent an inordinate amount of time doing that but the cat was a real sweetheart

6:13 to 7:16 – emails, update costs sheet, stretch goal decisions

7:16 to 7:35 – dinner

7:35 to 10:50 – final stretch goal decisions, update images, backer update, messaged new backers

Total Time Today: 7 hours, 33 minutes

Guest Post: Being Married to Someone Doing a Kickstarter

The following is a guest post from Doug’s wife, who wanted to give her side of the “What do you DO during a Kickstarter?” blog…

So, people keep asking me, “What’s it like to be married to someone launching a game on Kickstarter?”

Usually the question takes me by surprise and I have to think for a moment. Then I chuckle a little, which turns into a deep belly laugh, until I’m in hysterics. And then the tears start. So many tears.


The truth is, anyone in a relationship with someone who has a hobby that they don’t share can probably relate to much of what I’ve experienced. In my case, the courtship and wedding came before Gothic Doctor, so I was not aware of everything that being married to a board game designer would entail. However, a large part of being in a committed relationship with someone is supporting them in their pursuits and caring about their interests, and from the moment that Gothic Doctor entered Doug’s head, it was something that became part of my life as well.

“That’s all well and good, but what’s it really like?”

Ok, first of all, being married to someone launching a game on Kickstarter means a lot of time listening to that person talk about the game. And Kickstarter. A lot of time. Normal conversation:
Me: “Ready to go bathing suit shopping?”
Doug: “Sure! When we get home, I just have to email Jeff about the art, email John, check social media, and listen to a review.”
Me: “Sounds good! Hey, what color bathing suit should I get?”
Doug: “I don’t know. Whatever you want. Did I tell you about the art from Jeff? It’s really awesome!”
Me: “Yeah…you showed me! It’s great! I was thinking this string bikini in black.”
Doug: “Ok. I sent him a description of the werewolf from…”
[Five minutes later]
Doug: “…and John likes it, so yeah.”
Me: “Uh huh. I want to strangle Gothic Doctor with a bikini bottom.”

Ok, maybe not that, but like that.

There’s always something going on with either Gothic Doctor or Kickstarter. Always something that Doug could be doing, and always some update or something on his mind for him to share with me. When he asks for my advice, I give it. Usually, he ignores it and does something else. Sometimes, I was right and he tells me. That feels good. But mostly, I’m a sounding board and I listen (or half-listen) when he talks about the game.

Another big part of being married to someone launching a game on Kickstarter is playtesting a lot. Luckily, I avoided most of this because it’s a four-player game. “What, you’ve never played? Well, take my spot…I can play anytime!” Hey, at least I know the rules. And I also know the strategy from watching. I’m the dark horse of Gothic Doctor.
Being married to someone launching a game on Kickstarter means not seeing that person whenever you want. Sometimes he’s in the house with me but locked away in the office in a podcast or getting things done. Other times, he’s away demoing at game days or Cons.

Unfortunately, few Cons are right around the corner and since they tend to go late, it’s best for Doug to stay overnight even at the ones in reasonable driving distance. Of course, I could go to the Cons, and I did once. I went to Unpub in Delaware last January and had a nice time. In poor game wife form, I insisted on bringing a bowl of candy for the table, which is apparently the same thing as having a booth babe (luckily, I didn’t also wear my bikini). But everyone was very pleasant, and I can see why Doug enjoys spending time with other game designers. I was also mistaken for a high school student, and that was a fantastic boost to my ego. Still, I learned that Cons are not my thing, and I opt to stay home. It helps Doug focus on what he needs to do and not worry whether I am having a good time.








Sending photos while Doug is at Cons helps to keep the romance alive.


Being married to someone launching a game on Kickstarter means learning a lot of gaming terminology. Draw one, play one. D20. Runaway leader. Point salad. Potato salad. Macaroni salad. There is also a lot of debating about whether theme is more important than mechanic.

Being married to someone launching a game on Kickstarter means you wonder if you could also design a game, and so you try. Scorpions in Your Mouth is a great game, regardless of what Doug says.

Being married to someone launching a game on Kickstarter means watching that person realize their dreams and create something that they are incredibly proud of.

Being married to someone launching a game on Kickstarter means watching that person get kicked in the junk (figuratively) when something doesn’t work out right and not being able to do anything about it.

Being married to someone launching a game on Kickstarter means looking at their Kickstarter page almost as much as they do to see who has pledged. It also means proofreading webpages, descriptions, emails, and blog posts when necessary.

Being married to someone launching a game on Kickstarter means awkward conversations with acquaintances who say they’re into board games. And then asking, “What games do you like?” and if they answer, “Settlers of Cataan” continuing to tell them about Gothic Doctor (if they say anything Milton Bradley, just moving on).

While I can’t say that being married to someone launching a game on Kickstarter is fantastically amazing, it certainly does have its benefits. I know that Doug is excited for the opportunity to launch and equally thrilled that the Kickstarter is doing so well this time. I’m proud of him for taking risks and throwing himself into the entire game design process. His happiness is what makes it all worth it.

Also, he says things like, “I owe you dinner for that.” and “Why would I get mad that you bought another pair of shoes? I’m running a Kickstarter; you deserve it.” So, that makes it worth it as well.

In closing, thank you for supporting my husband. You make me happy by making him happy.

“What do you DO during a Kickstarter?” – Day 21

8:32 to 9:46 – messaged backers, updated surveys in preparation for hitting stretch goals

9:46 to 3:45 – tutoring, summer committee work at school

3:45 to 4:32 – posted update, messaged backers

4:32 to 9:04 – kung fu

9:04 to 10:24 – interview with JR Honeycutt & James Smith on Back It! (link to show here)

Total Time Today: 3 hours, 21 minutes

Lesson of the day: If you have a limited amount of time, you can do a decent job of cramming things into a small amount of time – IF you’ve prepped ahead of time. Kickstarter work is like a gas in that it fills the space available to it.