Stretch Goals
Nov 22, 2014
We just announced stretch goals for Thimbleweed Park.
"What the hell is Thimbleweed Park?", I can hear you asking.
It's a Kickstarter for Gary Winnick and my all new classic point & click adventure game.
Now I hear you saying "What the hell are stretch goals?"
Look, there is way too much to explain, just roll with it and go back Thimbleweed Park.

Then we all get to squash bugs and the ScummVM team can immediately integrate it.
For example, when LeChuck is told that Governor Marley was locked in the brig, he translated it as the wrong kind of brig: http://en.wikipedia.org/wiki/Brig
He also had a tendency to make up word, like “Heftklammer-Entferner” when the correct term is “Enthefter.”
And don’t get me even started on spelling and grammar!
Notice that the stretch goal is one extra dollar.
But what's the point today?
I grew up with Humongous Entertainment games, and only a few years ago, I discovered your older games like Monkey Island and I love them! Can't wait for a new adventure game!
Regards :)
Demetris
NOW OFF TO THE PUSHES!
Time to switch it to eleven and start hitting those stretch goals so hard it'll leave marks (stretch marks)!!
Translations are not that expensive neither. Maybe you should set you goal to 1 million $ to get rid of the pixel art :o)
Funny that Lucasfilm Games seems nowadays just as magical as back then. In those days I didn't know any developers, artists or programmers of my favourite games, there was just this really good, deep, complex and fun feeling I recognized.
But yeah great that you try to make something similar, using graphics you have to look and fill with your own imagination at the same time, focusing on puzzles and deepness of story and characters.
Just got my C64 from my parents house, mainly for making music, turboboosted it's audio capabilites with second SID-chip. I read many people would like C64-version of this game, but maybe that's impossible. Would be cool though if someone released a really good C64 game nowadays! There are some really impressive programs for C64 today that would have dropped your jaw on the floor back in 80's and 90's (mssiah64 for example). This is not just nostalgia, because nowadays there's no machines with unique graphics and audio system (synthesizer) to make unique games for that machine only. Maybe that's good thing also, but I miss that (so maybe this is nostalgia after all).
What I'm trying to say is that this kind of game you are making is not just nostalgia trip for me, because there's something magical and also relevant for today in game with primitive graphics, but deep complex mechanics, where you imagination and games mechanics make the story. You sort of feel that there's whole world moving and thinking and making jokes beneath those pixels and transfer something from that world imaginable for yourself using your own images in your head + esthetics of the game.
Ron, please can you tell us about the technical aspects of the game?
Resolution? Programming Language? Engine? New Screenshots? How do you port it on Win or Linux? Any Three-Headed-Monkeys involved?
Good luck with Thimbleweed Park & happy coding, Ron :)
How about some extra "spectacular" updates to stir the blogosphere and maybe some new incentives to donate?
I think many people who would donate, simply still don't know about the project.
Rons games are some of the best loved and most admired ever. Certainly not a cult phenomena. Millions of people not just tens of thousands are the potential for this campaign.
Maybe it's time to take the long tail seriously and give the under $20 crowd a reason other than just the honor.
Bandwidth is cheap and so is serverspace...