Marketing Results of My Self-Made Game

This is a sequel to the previous article.

- ゲームを作る算段|柴田 和祈
- ゲームという領域は個人開発・スタートアップが最もつまずく「ニーズ」に向き合う必要がない。間違いなくニーズ自体は存在し、今後のAI発展によって人類は暇になるので、そのニーズはますます強まっていくものと考えている。
- https://www.mythinkings.net/planning-to-make-a-game
The game I created is a simple shooting game called Bullet Rain.
As mentioned in the previous article, I wanted to verify two things.
- Whether it can be successful overseas.
- Whether it can be monetized.
What I Did
1. Assigned a Domain
Since it was available, I purchased a domain on Cloudflare and applied it.
As I was originally deploying on Cloudflare Pages, it was surprisingly easy to assign the domain. (I believe I just bought the domain and chose the site to apply it to.)
2. Created a Privacy Policy
I don’t collect any personally identifiable information, but I created a privacy policy since there was a username input screen for score rankings and I collected IP addresses to prevent fraud.
3. Installed Google Analytics
Measuring access is important.
I directly installed Google Analytics without using GTM.
4. Advertised on X for Overseas
I considered creating a dedicated account for advertising, but since it’s aimed at overseas, I thought it would be fine to use my regular account to run advertisements.
Initially, I tried to promote tweets posted from the game's X share screen as ads, but they were rejected.
It seems that the phrase “Can you beat me?” was automatically flagged.
After trying several creatives, I ultimately settled on the following promotional tweet.
Just dodge. That's it.
But you won't be able to stop.
Try now! 🎮— Kazuki Shibata|microCMS (@shibe97) August 5, 2025
I created a campaign with a budget of $100, executing approximately $20 per day for 5 days. (To be exact, 6 days)
The results are as follows.

For some reason, there were fluctuations in impressions and clicks on different days, but it became relatively stable during the last three days.
The number of users acquired through advertising was around 40.
With $100 for 40 users, that's $2.5 per person, which is quite tough.
The engagement of 515 times for 40 players feels reasonable.
If there had been more likes and reposts, the results might have changed, but the engagement for those was lower than expected.
I wanted to create a base with ads and increase organic X shares, but I failed as the ads did not create a sufficient base.
Registered on SoloMaker
- Bullet Rain
- 飛んでくる弾をひたすら避け続けて、ハイスコアを叩き出せ!...
- https://www.solomaker.dev/products/f83ef9eb-6db4-49ed-913a-202392e39722
I had seen this on X and was a bit curious, so I registered.
It feels like the Japanese version of Product Hunt and is quite actively updated.
By posting update information on the registered product, you can get featured on the top page, which seems like a good way to increase exposure.
Registered on Product Hunt

- Bullet Rain: Just keep dodging the bullets! | Product Hunt
- Keep dodging an ever-growing horde of enemies! A simple yet surprisingly addictive casual game!
- https://www.producthunt.com/products/bullet-rain
Since I thought I should register on Product Hunt to try out overseas as well, I went ahead and registered.
This was also a straightforward process with just a URL + description.
As a bonus, I added the Product Hunt badge to the game's top page.
If you don’t mind, please upvote it.
Summary
I tried various things, but it didn't go as expected.
The reason might be that the game is too small for serious advertising. With this scale, it's hard to ask for upvotes on social media. Haha.
I personally aimed for a position similar to Slither.io, but it's quite difficult.
Can it be successful overseas?
In comparison with Japan, I got the impression that it’s more or less the same.
The scale of “fun” doesn’t seem to differ much.
I believe it's acceptable to say it can be successful.
Can it be monetized?
This is tough without expected constant access, so in this case, it's a No.
I might try a bit more advertising, but it seems necessary to improve the sharing mechanism.
Ultimately, I think the key will be virality, so I want to keep exploring that.