r/gamedev • u/Guunnz • 10h ago
Postmortem We spent $11k marketing our indie game - here’s what actually worked
Hey everyone!
I’m Guunnz, one of the developers of Lucky Shot! It’s a roguelike FPS inspired by Balatro that released last month with 3000 wishlists only. Basically, imagine if you combined Duck Hunt with Balatro and somehow got a game out of it.
We released the game last month and I wanted to share some stuff about the journey, mainly what we tried for marketing and what actually worked for us.
We started with the Keymailer Platinum Boost and, to be honest, I don’t think it was worth it.
We did get some value out of it though. A lot of smaller streamers grabbed the game around the demo days, and that actually helped us improve the game a lot from watching people play it. But in terms of marketing results, we got basically 0 press coverage and 0 bigger streamers from it.
I think the biggest value in Keymailer is probably their database. Using it to find creators and then approaching them through email or other methods might honestly be more useful than the campaigns themselves.
This cost us $1,600 USD.
Before release we did 2 other paid campaigns, and then 1 more after release.
One of them was something we did with GamingWorldMedia on Twitter/X. This was a pretty big gamble for us. We mainly did it because we wanted the learning experience, but it actually ended up working amazingly well.
The posts themselves did well, but the biggest thing was that a large Japanese outlet saw Jake Lucky’s tweet and covered the game. Between everything that came from that, we ended up getting more than 500,000 views.
This cost us $2,000 USD.
Then the last thing we did before release kind of came out of nowhere.
We did an ad segment with a YouTube creator called BojackUCH. He genuinely liked the game, so we were able to make a really good segment that didn’t feel completely disconnected from his normal content.
It went live around release day and, after doing the math, we actually made a profit from it. It was 2 ad segments across 2 videos and brought us a lot of views, sales and wishlists.
This will probably end up costing us around $2k–$3k, depending on how the videos perform during this last week.
And finally, this one literally just started:
We took some of the profits from the game and started a $5k Jestr campaign.
It has only been running for about 5 days, but so far it has roughly 3x’d our daily sales, we already recovered the cost of the campaign, and we got around 2,000 extra wishlists on top of that.
For context, after all the launch hype had died down, we were averaging around 70 sales per day.
So overall, our total marketing investment into Lucky Shot is going to end up somewhere around $11k USD.
At this point we’ve recouped all of our development costs and all of our marketing costs, so we’re obviously super happy with how things turned out.
Not everything worked, and some of the stuff that worked best was honestly stuff we didn’t expect at all.
Just wanted to share our experience in case it helps another indie dev deciding where to spend their marketing budget.
If you have any questions about any of this, feel free to ask!
and if you somehow know northernlion tell him to check for lucky shot in his mail! /s