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    • Well, definitely my favorite game of all time is Legend of Zelda: Ocarina of Time. I just beat that on my stream a few days ago, and the first real 3D RPG beyond SuperMario 64. It was like 1998, and such a good game for the time. It still holds up!

      The newest Legend of Zelda is also really good, it's called the Breath of Time.

      Growing up, I was also really into rhythm games, so basically all of the Guitar Heroes.

      Favorite indie game of all time would probably have to be Firewatch. It's really, really good.

    • There's 2 good answers to this for me.

      The first is that we were able to create this entire platform out of nothing. Regardless of what happens with it, we started out as indie game developers fresh out of college, and now we've built a platform that services thousands of gamers with really unique technology, and it's ahead of its time as a platform. So I'm really proud of the fact that we built it from scratch, saw it through to fruition and beyond.

      Second thing I'm most proud of is the team we've put together. A bunch of gaming industry veterans that have a decade + of experience more than me in many instances, and the fact that they wanted to work with me on this project, and now I get to work with them on this and anything else we do in the future, is very humbling for me.

      Third, the experience of building a startup from scratch is invaluable for the rest of my career.

    • So for gamers, there's an amazing wealth of indie games out there just waiting to be discovered. And we're a great opportunity for you to discover them for the cost of one discounted indie game per month ($5.00).

      For the VCs that we pitch, it's really the nuances of the industry. By which I mean we see major companies like Amazon, Google, Apple and others all announcing they are doing some kind of game streaming. And that tends to scare investors that we're talking to. But what I wish they understood is that those companies are going after those very high-end, triple AAA flashy section of the market. Game streaming is very technically complicated and expensive, so these major companies are looking to offset that cost by providing triple AAA games that typically cost $60 per game. With Jump, what we've built is technology that works today - all these other companies have announced services, but they aren't launching until next year at the soonest, because the tech is not ready - and we have over 100 games on our platform. We provide near-instant access to all the games on the platform - no latency, no quality issues. We are delivering a better experience that what streaming would deliver. And we're able to do it at orders of magnitude less cost. So what this enables us to do this year is actually launch a completely FREE tier, it's ad-supported for Jump, akin to Spotify. This free tier will give us something that these major companies could never compete with, and it allows gamers to try our service for literally nothing, so that we can establish our position in the market with our technology before these companies even start.

      And for game developers, really what we want them to understand is that there are more ways to monetize your game than heavily discounting it, putting it in HumbleBundles, or Steam Sales. Subscription services like ours can provide revenue simply based on playtime. So you can expose your game to way more people, and still monetize them, even if your game is several years old. It's a new revenue generation opportunity for them, a new piece of the life cycle for a game.

      We've had it happen a few times where fans discover games and really get into them thanks to Jump. Pony Island is one of those games. It was reasonably popular, sold 200,000 copies or so, but not a whole lot of people knew it existed, and thanks to Jump a lot of people have fallen in love with it because it's really twisted and dark and weird. So they started contacting the dev who's on our Discord server.

    • User experience and design is really everything for a platform that focuses on discovery.

      We need to make it as easy as possible for our users to find what they are looking for, and we have plenty more features for curation on the way.

      For curation right now, we list out sets of genres, but we will be adding a recommendation engine. We'll also add things like influencer favorite games, and if you follow that influencer, you can see what they like on Jump. So there will be the logical element of the recommendation element, but also the human element of recommendation.

      Designing easy ways to track that is important.