Around 2 months ago, I put out a game called Kaboom Kompetition, the game was well received by many small streamers who we found to play, along with some friends who all said there wasn’t much they wanted to see improved, some even came back multiple times after we introduced them too it for the first time, but this isn’t the issue.
Around 4 weeks ago, we put out a new content update for the game which pushed the monetization a bit more, and added more gamepasses and products. Around 2 weeks later, (around a week ago as I’m writing this), we decided we were going to advertise with a budget of 20k robux (70 ad credits), targeting PC and Console players over the age of 9.
We did not want to target mobile and tablet since performance wasn’t the best for those platforms, and previous experiments showed that they did not play for longer than a few minutes at best (and it usually would waste all of the credits almost immediately)
The ad campaign was set up to run 6 days (7/5/24 - 7/11/24), 10 credits per day, with 0.02 max bid. So we started the ad.
So what was the outcome? Well, it’s not pretty.
Retention was quite low, but this was sorta expected since we were advertising to a lot more people, which correlates to less people who might want to return (and increases the amount of people who leave immediately), but it was still much lower than we expected
D7 not much better
The unfortunate thing is that the average session time is on par with average, but people who play for a while still don’t seem to want to come back
And monetization…yea we screwed up
We basically made nothing back from the advertising, losing my group 20k in the process.
According to the summary, we had a net loss of -17058 total robux
One of the recent steps we’ve made in in-dev was a billboard to display gamepasses, but other than that, we honestly don’t know why the monetization reached so few people
Which is why I’m making this post, I’d like to see some feedback on what we can do to improve the monetization and retention for the game, as without players and payers, we can’t continue to develop the game.