Hello! I am currently trying to make an ad for my tag game.
But unfortunately I don’t know which target audience is the best for this stamina, sprint and ability based game. There are only 3 options:
13-17
18-24
25+
I sponsored first time with minimum 2850 robux for 2 days and got 7k visits. But unfortunately kids didn’t know how to play. They either rage quit, or dislike the game completely. Now i am somehow trying to avoid that audience.
But now the PROBLEM
I might get less players if I disable 13-17 audience and only let 18-24. But if i enable it, some kid that have 13+ accounts might join the game thinking it is Hide and Seek type.
Parkour and movement games such as this in general usually have the same problem with random dislikes and short retentions, especially earlier on (at least from what I’ve seen). You still chose the right target audience for the game, considering a majority of players (based on the provided target audience’s), are within the 13-17 age range, along with a larger demographic and typically a longer retention rate with younger individuals.
If you truly wanted to try advertising again to see if there would be a different result, I would still try going for the 13-17 range. You could try the older age ranges, but it would likely be the same result, if not worse. Even though 13-17 is the go-to target audience for advertising most games (except horror), these types of games are bound to cause frequent rage-quitting.
Potential solution
If you still want to spend robux, and you have the funds to do so, you should test the waters and see if you hit any critical age group. Otherwise, you should try looking for better ways to display your game and make it stand out, because your game could hit really well in any of those age groups, but the game itself could be an issue. And you mentioned that there could be misconceptions about what your game is, so you could change the thumbnail and/or the description of the game to ensure players know what they clicked on. Otherwise, you would just be wasting your money, because that advertisement impression could have grabbed a potential player, but uncertainty drew them away.