
"Viral Sensation in Indonesia"
Unknown casual game becomes an Indonesian national game via one TikTok challenge.
Genre
Hyper-casual / Arcade
Target Market
Indonesia (Primary),
Southeast Asia
Our Role
TikTok Hashtag Challenge,
Influencer Marketing
The Challenge
"Limited Budget, Overflowing Competitors."
Low Budget
1/10th budget of major RPGs
Cannot afford high CPI
Lack of Awareness
New game with no IP
Difficulty in early user acquisition
Target Mismatch
Targeting Gen Z
Low efficiency of traditional media
The Solution
QGames used local insights from Jakarta branch (Livooth) to create 'Play Culture' instead of ads.
Hashtag Challenge (#JumpMasterSakti)
Finger dance challenge mimicking game jumps. Encouraging user participation.
Local Sound (BGM Localization)
Self-produced addictive challenge BGM remixing Indonesian 'Dangdut' rhythm.
KOL Seeding (Influencer Bombing)
5 Mega Influencers + 100 Micro Influencers deployed simultaneously. Dominating TikTok feed.
Key Results
This happened in just 3 weeks. User-generated content overwhelmed ad spend.
Why it went Viral?
Hyper-Localization
Korean planning X β Jakarta team catching 'trending music and slang'.
Participatory Marketing
Viewing Ad X β Playing Ad. Challenge participation reward structure.
Algorithm Hacking
Precise analysis of TikTok preferred video length, music, and hashtags.
Honestly, I doubted if 'dancing video' would lead to downloads. But seeing the server graph go vertical after the TikTok challenge started gave me goosebumps. QGames is not just a marketer, but a Trend Maker.