(This is effectively for all of you if you care, just some parts are more relevant to some of you)
@2147483647
Sponsors effectively work by bumping your game up on certain sorts so they appear in more popular, or even several places. The more you spend, the higher it will be relative to other games and sponsors. The “effectiveness” can fluctuate depending on I’m sure lots of things, but that comes down to “fairness” sort of.
Additionally, if I’m not mistaken, ads that have reached their target impressions/clicks get their priority dropped very low (otherwise it kinda wouldn’t work). The more you spend, the more it gets prioritized, and thus the faster you will probably reach those targets. This is great if you want to get a large number of people playing quickly, you can spend more at once. However, ideally you only want to spend a little at a time and build up players who will critique your game. This lets you get valuable feedback on how your game will appear to the overall Roblox audience. Once you’ve worked this out for maybe a few weeks, you’ll probably want to do this in late stages of development, you start upping your budget. You want to be confident your game will retain players. Then you want to scale up ad budget quickly rather than in small amounts, otherwise you will burn through funds. (This is the biggest issue I see). Even only spending 100 robux for a few ads is good! You will likely be able to even earn that back off of one player at some point.
Also, some critiques for your ads. I like to think about “What will the viewer think when they see my ad.” When I see your, “Can you find all of them?” message, I see some good stuff, but, what I think to myself is more, “Why is finding them important? What are ‘them?’” When I design ads, I want the person to not necessarily “know what they’re looking at” but rather “know why and want to know what” sort of. You do a good job at mystery in your ad, the problem is there is nothing interesting about “them.” A good way might be to go into specifics. For example, “Can you find 20 basic Slamos?” This puts a bit more into it even if it doesn’t seem like it. “All of them” is not specific. By specifying some sort of “easier option” for a beginner, and giving them a clear goal, they are more likely to consider delving into that goal in some cases.
Another thing to keep in mind is again, the “why” part of things. Giving an incentive by giving them a goal to achieve is great, but, if you specify a reward, players will be more interested because they know they get something. For example, “Can you find 20 basic Slamos and get the unique badge?” If you read this to yourself, and read “Can you find them all?” it really seems a lot different despite being not a whole lot different. The thing I’ve learned, is that good advertising doesn’t come from the intents of your words as much as it does the way you say it. Giving little adjectives like “unique” is a good trick for establishing a reward. It literally means nothing, you can say any badge is unique, but you imply that said badge is worth being unique without being pushy and saying it.
@Clueless_Brick
I personally don’t agree that color makes or breaks anything except in rare cases. Color is only a tool, it can make things more appealing or eye catchy, but, color is nothing without an intent and without a good ad in the first place. If your ad’s color makes sense, it’s probably not what the viewer will think about. If you see an ad with a bright red background and black text your response will be “eww” but, that’s eye catchy without intent behind the color. You can have a successful ad that only uses two single colors. Even black and white if you wanted. Focus on where color makes sense to you, and, if you look at your ad and say “eww” or “this is hard to read” or “this is bland” that’s when you want to focus on that, because if someone isn’t looking at your ad anyway, making it look good isn’t a problem. Eye catchyness for this purpose can be a very bad idea because it can just look annoying.