I recently published a game on google play. There are 2 types of ad units in my game. One is Banner and the other is interstitial. I don't want to make changes to the script and submit it again. Because that's why I've been waiting for a long time for confirmation. If I remove the banner ad I created through the Google AdMob site, will my game crash?
Generally it shouldn't crash if you remove the Ad unit.
But another way to do this (if you want to enable it later) is to set an Manual eCPM floor to 1000$ for the banner ad, this will make the ad only appear if the price is very very high (which is almost never happen).
You can also show the banner in one country only using mediation with setting the floor to 1000$ too.
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I have an app on google play over 5000000 downloads. And 20000+ downloads every day. When the designer changed the app icon to new good one ,the daily download decreased from 20000+ to 5000- . I don't think it's not good icon. I think may be there is a marketing strategy after icon changing google play changed app position on google play. Any idea about this?
Old Icon
New Icon
It is hard to pin down an exact reason. Maybe it was too similar to another app icon or simply new users didn't like it as much.
You can run A/B tests in the store listings, it's a hidden menu. Click Store Listing and beneath that, you should see experiments. You can run up to 4 icons (for example) and see which gets more downloads. This also works with the promotional video, screenshots, short app listing and full app listing.
There are a lot of customization choices as well.
I would make a few iterations of the logo, with different elements removed. I think the new one is a little too busy. try removing the phone on the left and right and see how users respond.
Sources:
Run A/B tests on your store listing
Increase installs with Store Listing Experiments
I think that the main reason is people knew the product. If they start looking for it now, they see something that they don't know as it has changed and will not download it as fast as before.
If everyone is used to the icon, your downloads will increase.
There is no ranking part that depends on the icon, so as I know.
I think there are 3 possible reasons:
1) Google dropped your app in the list because at the time you changed the icon, there where other apps added in this category. This made google to re-place and orden the apps. As your app was there longer and had a minor change, it was ranked as "old & going down", so it lost the confident place in the list.
2)Because of the new icon, people are not finding it as quick or they think the new icon is an actual scam version of your app, so they aren't downloading it anymore.
3)Your app simply got less popular. You got pretty much downloads, the rate was high. Maybe you reached all the people that needed this app and there are minus people wanting it.
Anyways,
maybe the download count raises again and you just need to wait a little week. It is very unlikely, but it also could just be a error at Google's side.
...
I'm trying to publish an app that is based on a free app that supports in-app billing and which is already published. Rather than use in-app billing in the new app, I decided to remove it and make it a paid app (the difference between the two apps is that the paid app has some enhancements that I want to get paid for).
So I created a new product in Google Play, different package name, etc. Everything went fine until I selected Pricing & Distribution, set the pricing ($0.99) and the distribution. When I tried to publish, I get the Android mascot with the text "Loading" alongside it and it stays like this. The app never appears in searches, even when it's enclosed in quotes. The original app does come up, but not the new one (the difference between the names is that the new one has the word "Pro" after it). And yes, the package names are different.
One more thing: when I uploaded the APK to the store, I got a warning about the app using in-app billing (which it does not) but there is no billing permission in the manifest. Since it was a warning and I don't do in-app billing, I ignored it and continued with the upload. I don't think this has anything to do with the "Loading" problem because it was happening before I removed in-app billing.
Any idea what's wrong?
Eventually, the problem somehow resolved itself. The app is visible in searches, although the "Loading" message in Pricing and Distribution is still stuck. Very weird.
I am currently working on a game with Google play games integration. So far everything works fine. Users can log in, achievements and leaderboards are updated. I also implemented snapshots.
In the game I want to give the user the possibility to delete all his data. With snapshots this works well but I can not find a way to remove the user data from achievements and leaderboards.
For testing unpublished games, you can manage the leaderboard data and perform various operations such as clear / reset leaderboards.
When you are live, you can hide a user so they do not appear in public leaderboards. This will not hide the player from their own leaderboards though.
You can't unfortunately. Or at least a year ago, when I checked that, it was not possible. I doubt this has changed since.
I've implemented in app purchasing on my app and it works fine. I followed Ray Wenderlich's Tutorial to get it all working. http://www.raywenderlich.com/21081/introduction-to-in-app-purchases-in-ios-6-tutorial
The only problem I have is that I created a product identifier on iTunes connect with a .All name at the end. If a user decides to buy all the apps options. It works, and all the options are unlocked with the code I wrote, but there is one situation I can't seem to get around.
If a user has used the purchase all option, then has to reload the game. As expected all the NSuserdefaults have been wiped and all the in app purchase options now appear locked again. Selecting one of the options brings up the same window the user first saw when they purchased all options previously. It asks them if they would like to buy the one option they selected or buy all. Now, if the user accidentally decides to select the buy individual item and not use the restore or buy all buttons, then because that individual item was not purchased in the first place, the sale goes through for the purchase of the individual item. Even though they purchased the All option originally.
My question is how can I check for the purchase of the all option when the user defaults that were used to persist the purchase have been cleared. Is there a way to set the other iTunes connect products to a purchased state if the user buys the All product? or is there a better way of doing this other than having a separate All product on iTunes connect?
First off, can apps have an underscore in the name? The name I chose was taken, but I realized that because of the logo and style of the game it would work with an underscore at the end, so that's the name I used in iTunes connect. Will Apple reject it for this? I haven't seen any apps with an underscore in them.
Second, I'm testing the release version of my app (compiled using the release settings), and my in app purchase no longer works. It says invalid username/password, but it doesn't say sandbox mode. Is this normal? Will it work whenever the app is released? Also, will the iAds load real ads and will Game Center not be in sandbox mode? I'm pretty sure Game Center wasn't in sandbox the first time I started the release, but now it is.
Thanks in advance for the help!
Relax... Take a deep breath and calm down. The IAP is most likely not yet approved, iAds will show just fine, and GameCenter login depends more on if you use a test account or not, and it will be fine most likely.
First app?
:)