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Case Study : Casual Game 'Jump Master'

"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.

#JumpMasterSakti

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.

Total Downloads
250,000+
πŸš€ in 3 Weeks
Hashtag Views
15,000,000+
πŸ”₯ TikTok Trend
CPI Efficiency
$0.05
πŸ’° 94% Cost Reduction
Store Ranking
No. 1
πŸ† Google Play Overall

Why it went Viral?

Hyper-Localization

Korean planning X βž” Jakarta team catching 'trending music and slang'.

Participatory Marketing

Viewing Ad X βž” 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.

- 'Jump Master' Project Manager

Short on marketing budget?

QGames' TikTok expertise and local network will create the next 'Chart Reversal' myth for you.