App store: Yes you could, but now you cant!
March 14th, 2009
I’ve spent the past 6 months working on an iPhone game. In January I released a lite version of the game, to be followed by the full game a bit later on. Then I update the Lite version to fix bugs and add a feature or two. No problems, no rejections.
Lite version: http://void.beautifulpixel.com/app_store/lite
So I finally finish full game 1.0 and submit to Apple. I’m thinking it should pass approval fine since the Lite version was approved without an issue and the full game is just like the Lite version except bigger.
This morning I get my rejection email. The issue they cite is improper use of a built in control that goes against the HIG (Human Interface Guidelines). That specific thing has some validity, and that is not what I am about to complain about. The problem here is that my app got rejected based on an unchanged feature that was once approved. Timelines, sale dates, and review line ups, they all now need to be pushed back, mostly because Apple didn’t do a thorough enough job the first time.
I don’t think it’s fair to developers for Apple to reject an update based on an issue that exists is previously approved builds of that application. This is actually the second time this has happened. I have a free social app for a small community that had an update rejected because it did not have a graceful failure if there was no internet connection. But this was update 1.4, and that part of the app had not changed since 1.0 launch.
My point, Apple, if you insist on enforcing this level quality control over your apps, then you really need to be thorough and consistent. As an iPhone developer, it just feels like I am trying to hit a moving target. Except it takes a week for my arrow to get from my bow to where I think the target might have been a week ago.
App store submissions are like a box of chocolates: You never know what you’re gonna get.
March 14th, 2009 at 06:59 PM
I can’t believe Apple rejected it. I was really looking forward to full version Void. Did you send a complaint to Apple by any chance? If so, what was their response?
March 15th, 2009 at 08:48 AM
That’s terrible that they rejected it. It seems fair that they would want to enforce their rules, but they shouldn’t only do that some of the time, it’s not fair to people like you. Any ideas how long this will setback the project?
March 15th, 2009 at 12:23 PM
We will see. I may have convinced them to let me release it as is. Although their emails have been vague and ambiguous at best. We will see.
March 15th, 2009 at 04:55 PM
Alex, way is this possible? Can we send an email to apple to help change this? Void lite had such potensial. Also did you take my suggestion on Powerups for the game? I’m very interested in buying this game so why could apple allow updates for void lite but not allow void full be distributed? This is extremely weird…
March 16th, 2009 at 07:11 AM
I just completed the Lite version and loved it. Apple’s inconsistent application of the platform is unfair. With other game crap that is running around, yours is a gem that deserves release. Who can we email to support your app?
March 16th, 2009 at 07:34 AM
Are you sure you are getting feedback from Apple and not some contractor in another country for Apple? Someone who has actually played the app? The controls are simple and smooth. Just right for the game. Who can we email in support!!?
March 18th, 2009 at 03:21 PM
I’ve played Void since the day of it’s release and I adore it. If I could in any way, I would love to support via email if possible. Anyways, why would Apple reject it? It’s just not right…
March 18th, 2009 at 07:42 PM
Alex try this, Make Void lite into a void full buy making an update that costs money! Then you can probably bypas the stupid apple blocks(possibly?)anyways get this problem with Apple solved soon so we all don’t forget about this amazing game that didn’t come out… I really hope it does!
March 18th, 2009 at 07:45 PM
Alex please tell us this built in problem that apple says is bad. This is because if it is ba couldn’t it hurt us? And well you could fix this stupid problem hopefully lol…
March 21st, 2009 at 08:04 AM
Alex My name is Glenn and Im the owner of appVersity.com we are looking to do a review on your application please stop by and hit the link on top for application review submission so we can get you some press :)
March 21st, 2009 at 08:04 AM
Alex My name is Glenn and Im the owner of appVersity.com we are looking to do a review on your application please stop by and hit the link on top for application review submission so we can get you some press :)
March 21st, 2009 at 08:04 AM
Alex My name is Glenn and Im the owner of appVersity.com we are looking to do a review on your application please stop by and hit the link on top for application review submission so we can get you some press :)
March 21st, 2009 at 08:04 AM
Alex My name is Glenn and Im the owner of appVersity.com we are looking to do a review on your application please stop by and hit the link on top for application review submission so we can get you some press :)
March 21st, 2009 at 08:04 AM
Alex My name is Glenn and Im the owner of appVersity.com we are looking to do a review on your application please stop by and hit the link on top for application review submission so we can get you some press :)
March 26th, 2009 at 11:41 AM
Alex, best game on the iPhone mate! Awesome stuff!
Some feature requests (as I couldn’t find any other way to contact you):
1) Add a shop – so I can buy weapons and tools as well as ships.
2) Indicate un-reviewed weapons and tools gathered during a level – maybe change background colour for the item on the scrolling list to highlight that I’ve not yet looked at it. After I select it for review, background would change back to normal. This will make it easier to find what I’ve just gathered and sell duplicates.
3) Allow drag-and-drop of equipped weapons and tools – currently if I want to rearrange them I have to remove them and add them in the desired order from left to right. While rearranging tools this way is somewhat pointless, it would be useful to retain consistency with the weapons screen where this feature would be much more useful.
4) Instead of fading to white, maybe fade to black – in a dark room, fading to white gives me screen glare heh.
Also, there’s a few crashes – looks like you might have a memory leak or a few uncaught exceptions in there. Doesn’t detract from the game though, just a minor inconvenience.
Anyway, keep up the great work, excellent game!
March 26th, 2009 at 02:07 PM
Ooh, few more requests:
5) Allow any mixture of items once the game is won – eg. equip multiple tools of the same type.
6) Possibly add an “interest” feature (interest paid on money in bank at end of each turn) – there were some stages where I had to keep replaying levels to get enough money for the next level of ship
March 27th, 2009 at 04:07 AM
More requests :)
7) Unlock all ships for a race once the homeworld is captured (or maybe once all homeworlds are captured?) – there’s a bunch of ships for each race that aren’t available to the player and I’d love to know what they are like to pilot!
Having completed the game, I want to try out other ships, weapons and tools combinations on levels that I struggled with the first time round.
It’s taking an awful long time to gather enough money together to purchase each ship and there are still some weapons and tools that I’ve not found – the 7 suggestions above would make the post-win game more enjoyable as I don’t particularly want to start a new game.
March 27th, 2009 at 04:13 AM
Ok, one last request, I promise!
On the weapons / tools screen, rather than have multiple entries for duplicate items, show the number in stock.
So, instead of something like:
Gatling Gun Gauss Cannon Gauss Cannon Hydrochloric Sphincter (FTW!)
You’d have:
1 x Gatling Gun 2 x Gauss Cannon 1 x Hydrochloric Sphincter
This would reduce scrolling and also make it easier to see quantity of each item.
If you add a shop feature, you could then show all available items in the list (so I can see which things I’ve not yet got – those starting with “0 x”) and have buy/sell buttons below the item stats for the currently selected item.