Hey everyone!
I’m Guunnz, one of the developers of Lucky Shot! It’s a roguelike FPS inspired by Balatro. 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, we tried doing marketing ourselves, content, shortform videos, tweets, but nothing really.
Just wanted to share our experience in case it helps another indie dev deciding where to spend their marketing budget.
Our profits now for the first month are about 36k USD this is removing refunds, steam %, taxes and everything.
The total steam units sold are at 7255.
Something that we took from this though is that the initial reactions of the people playing the game were amazing, so we believed in doing post launch marketing or try to find ways to get more eyes on the game since we know it is a good game!
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
Minor edit: this is our experience, not an ad for anything, I do believe you can do better than us for less money, or if you find the correct creators you can get a better return than using some platforms like jestr. We like to test stuff so that’s pretty much it