Not So Fast!

Well, looks like we've hit a snag.

Apple reviewed NEO Scavenger's release build, and found a flaw. They're saying it has in-app purchases but lacks a "Restore Purchases" button. The thing is, we have an "IAP Restore" button for this, but it's on the Main Menu->Options sub page. So it's unclear to me if they missed this button, don't like the name, or if the button needs to be moved. I've replied to their message for clarification, but it could be a while before they reply.

Fortunately/unfortunately, testing this revealed that we left a debug button in the release build for iOS. Just below said IAP Restore button. So I think no matter what, we're uploading a new build. Just gotta wait to see what Apple's advice is about the IAP button before pulling the trigger.

Harrumph. I was actually thinking I'd launch tomorrow :(

Comments

G7300's picture
G7300

What about Android? Are you going to wait so you can release them at the same time?

If life gives you lemons, make lemonade,
then find someone whose life has given them vodka and have a party.

Rovlad's picture
Rovlad

They probably just want it to either be more visible/accessible (e.g. move it to main menu instead of options) and/or more clearly labeled (e.g. "restore purchases" instead of "iap restore").
Or maybe they just didn't bother to look at the options considering that you found the debug thingie there. :) Shouldn't be much of a problem anyway if that's their only complaint.

Keker228's picture
Keker228

I was waiting Neo Scavenger for android for a few months, can you give me the release date?

Kek

dcfedor's picture
dcfedor

Re: the Android version, correct, I'm waiting to release both simultaneously. So until Apple gets back to me, both are on hold. (Probably until Monday, at least.)

@Rovlad, yeah, that's what I'm thinking. I just want to be sure of exactly what they want from me, since it can be interpreted a few ways.

Dan Fedor - Founder, Blue Bottle Games

Chrisskates's picture
Chrisskates

As a huge fan of this game and an android user it's frustrating to know that the release on the play store is being hindered by the inefficiencies of the itunes app process. I suppose release parity is something a developer has to consider but, its quite dumb. I guess ill just wait a bit longer for apple to figure this out before i can play on my android device..... cool

dcfedor's picture
dcfedor

@Chrisskates, believe me when I tell you I have a disdain for the iOS app process I normally only reserve for mortal enemies. The iOS on-boarding process is downright adversarial.

And if I had known this going in...nah. There's be no mobile version. At all.

Mind you, Google/Android has its fair share of quirks, too. But I don't feel like Google actively impedes developers the way Apple does. Unfortunately, word on the street is that the Android market can't match iOS in terms of revenue.

Which is a rock-and-hard-place that, in the end, probably means I'll never do this again.

Pity it cost me a year of development to figure out :(

Dan Fedor - Founder, Blue Bottle Games

Keker228's picture
Keker228

Hi! What about the Android release? Are you going to wait to release them at the same time?

Kek

dcfedor's picture
dcfedor

@Keker228, yeah, both at the same time.

Technically, I could launch Android first, but it's usually more efficient/successful to launch both so they each benefit from promotional efforts.

Dan Fedor - Founder, Blue Bottle Games

Keker228's picture
Keker228

I believe that it will be very soon!:)

Kek

ra1's picture
ra1

I wonder if an HTML5-based Actionscript (or similar) engine would have been worth it. You'd loose native "store" integration and the built-in payment system, but gain much more control.

dcfedor's picture
dcfedor

The language wasn't too bad, to be honest. Haxe has an Actionscript-like library called OpenFL, and its own Flixel-like called HaxeFlixel. So porting the code to work in Haxe wasn't hard. We were able to automate a good chunk.

The hardest part of actual game dev on it was the UI. Making that work on touchscreen, and on small screens, was a lot of work. And making it not crash/glitch/render wrong on a large number of devices was a close second.

The complaining I doing here is more about the administrative aspect of making a mobile game. Jumping through all the hoops presented by the platform-holders. (Some of which are hard requirements, like this IAP Restore button. While others are "soft" requirements which, while not technically required, will hurt your game if not addressed.)

Dan Fedor - Founder, Blue Bottle Games

Keker228's picture
Keker228

What about the progress of uploading game in App Store?

Kek

dcfedor's picture
dcfedor

Official status from Apple: "Waiting for Review."

This is all the information I have :)

Dan Fedor - Founder, Blue Bottle Games

Keker228's picture
Keker228

I think that release of android is going to be one day later from IOS, because uploading a game takes from 5-7 hours on Google Play.

Kek

dcfedor's picture
dcfedor

@Keker228, they should release simultaneously, since I can directly control launching on iOS.

That's actually one of the cases where Apple beats Google. On Apple, I can choose "manually launch" so that, when the app is approved, it doesn't appear on the store until I okay it.

Google, unfortunately, has no such option (for the initial release, anyway). I submit it for review at Google, and when they approve it (2-? hours later), the game immediately appears on the store.

So I had to submit to Apple first, wait for them to approve, and once they do, submit to Google. And once I get it approved on Google, I can manually launch the Apple version to be (near) simultaneous.

In theory :)

Dan Fedor - Founder, Blue Bottle Games

Keker228's picture
Keker228

You are right!:)

Kek