I just released a game [1] on both iOS and Android.
The Google Play process is more thorough. There are a lot of steps and you need to clear them one by one. This means waiting several days between each step. The Play Console dashboard is quite well documented to be honest but can be overwhelming. The main obstacle is that you need to find at least 12 testers to play your game for 2 weeks straight. I ended up paying a service to test my app.
On iOS, the process is a bit more obscure. It's fairly easy to submit an app, but then you don't really know what's happening. You can only see a status like "Pending review". And then one day, you are approved.
Overall, the iOS process felt easier for me. As long as your build succeeds and you provide the correct information, your game can be live within a week. The Android process took more than a month in total.
Finding 12 testers was a struggle for my app [1]. Had to use a mix of LinkedIn begging, work colleagues, friends, and people from random Whatsapp groups I was in.
Once you get over that hurdle for your first release, at least you don't have to do it for every update.
The Play Console is a bit fiddly and I'm always getting random warnings that I need to comply with some new rule by an arbitrary date or my app will get delisted.
Released my game a few months back. I generally agree with you, however Apple process was more painful / took longer when you start adding in-app-purchases and providing all the financial info required for that to be approved.
And, as I'm doing weekly updates, I found both stores approving builds typically within 12-14 hours which was a nice surprise
I used to love that glossy gradient header that looked like physical tabs. Apple used to be so colorful and skeumorephic in their interfaces, I kind of miss that.
I was wondering the same thing. Maybe it had to be done server side for accuracy. I can imagine customers returning their iPod because the shipped result didn't match what the webpage was showing. At that time, text rendering in the browser was still fairly pixelated.
Ha, fantastic line that one. Transparent pngs caused so much unnecessary trouble in IE6, it was very annoying, and limited our options as graphic designers.
Feels like a mix of Open Sans and Source Sans Pro. These were all over the web about 12 years ago. They got well with Montserrat in all caps and Merriweather: https://www.fubiz.net/
Whitney was the main font of Stripe when Benjamin De Cock initially redesigned the brand. It was one of the most beautiful websites I'd ever seen (and still is): https://dribbble.com/shots/2974913-Home
Great game! I really like how it removes any possible letters or connections. I managed to finish two zanagrams without any wrong answers. It’d be great if there was a way to gain a “perfect” score.
Great game. I love playing chess so this is quite a unique way to play it.
One piece of feedback: dragging a piece on mobile seems inaccurate at times. I’m used to chess apps where it works great. Here it seems the dragged piece doesn’t always end up where I’ve left my finger. I’ve lost a few rounds like this.
The Google Play process is more thorough. There are a lot of steps and you need to clear them one by one. This means waiting several days between each step. The Play Console dashboard is quite well documented to be honest but can be overwhelming. The main obstacle is that you need to find at least 12 testers to play your game for 2 weeks straight. I ended up paying a service to test my app.
On iOS, the process is a bit more obscure. It's fairly easy to submit an app, but then you don't really know what's happening. You can only see a status like "Pending review". And then one day, you are approved.
Overall, the iOS process felt easier for me. As long as your build succeeds and you provide the correct information, your game can be live within a week. The Android process took more than a month in total.
[1] https://jgthms.com/hopera/
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