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“Balatro was a pain in the ass to market,” he says.
“We had a couple of other games out there that were also running their campaigns.
They have slightly more impressive visuals, slightly higher-end trailers.”
Thankfully, Playstack had been in this position before.
“It’s a puzzle game, you have to put words in the right spot.
It’s also extremely hard to trailer and extremely hard to get people excited for with unconventional assets.”
So what do you do?
And why stop there?
“But we knew it was so good because we couldn’t stop playing it internally.”
One of Balatro’s earlier demos put a limit of 50 rounds on the game before cutting someone off.
That’s wonderful for getting the word out, but also “kind of scary.”
Thankfully, the rest of the story is likely as you know it.