Sunday, 30 September 2012

Lessons learned from app rejection(Contd.)

This is a continuation of my previous post.

A quick recap:

  • I failed to notice important points in the letter.
    1.  included poor quality images and/or hard to read typography
    2.  did not integrate with app content and/or iOS features
  • I exhausted on wordings of the rejection letter
Fortunately, I found out the solution for both the points and moved on.

1. This solution is matter of replacing  an image with another.

Before:poor quality image (NOT IMAGES)
After.


2. Did not integrate with app content and/or iOS features = An igame MUST integrate with GameCenter.



Sunday, 23 September 2012

Why my app got rejected? (Lesson: Read the rejection letter 10 or more times)

I spent an awful month in hibernation. I had absolutely no idea what went wrong. I was thinking again and again : why my app got rejected?
Then the answer flashed me (after a month).
Ah, So dumb, isn't it? Reason is, I was reading the wrong sentences.
Here is my annotated  rejection letter. I hope this helps to interprete the appstore rejection letter for my fellow developers.

_______________________________________________________________________ Binary Rejected Aug 17, 2012 12:11 PM
Reasons for Rejection:

<--- Do not read this : These are copied from some other files -->
  • 10.6: Apple and our customers place a high value on simple, refined, creative, well thought through interfaces. They take more work but are worth it. Apple sets a high bar. If your user interface is complex or less than very good it may be rejected
Aug 17, 2012 12:11 PM. From Apple.
10.6

<--- Do not read this : These lines are from standard template -->
We found the user interface of your app is not of sufficient quality to be appropriate for the App Store. Apps that provide a poor user experience are not in compliance with the App Store Review Guidelines. (<--Read this-->)
Specifically, we noticed your app:

<--- READ THIS  -->
- included poor quality images and/or hard to read typography
- did not integrate with app content and/or iOS features


<--- Do not read this : These lines are from standard template -->
We believe it is always best for you to determine what features are best for your users. However, please keep in mind Apple and Apple customers place a high value - and have high standards - for the user interface and the experience an app provides. Apps should be engaging and exciting, enabling users to do something they couldn't do before; or to do something in a way they couldn't do before or better than they could do it before. Focusing on a primary problem to solve or need to fulfill, apps should include a feature set that intuitively and comprehensively addresses those needs and exceeds users' expectations. And apps should be specific to the iOS platform to take the fullest advantage of the iOS in delivering a robust user experience.

Please evaluate whether you can make the necessary revisions to improve the user experience of your app. 

<--- Hell No. Do not read this, it made me loose my confidence (ignore)  : These lines are from standard template -->
If you cannot - or choose not to - revise your app to be in compliance with the App Store Review Guidelines, you may wish to build an HTML5 web app instead. You can distribute web apps directly on your web site; the App Store does not accept or distribute web apps.

HTML5 is the major new version of HTML and enables audio and video to play natively in the browser without requiring proprietary plug-ins. Using HTML5, web apps can look and behave like native iPhone and iPad apps, and using HTML5's Offline Application Cache, a web app can work even when the device is offline. With web apps, you have flexibility to deliver as much or as little functionality as you desire.

To get started with iPhone or iPad web apps, please review Getting Started with iPhone Web Apps.

For a description of the HTML elements and attributes you can use in Safari on iPhone, check out Safari HTML Reference: Introduction.
_______________________________________________________________________

PS:Read it at-least twice, before submitting an appeal.

Ok. Now let me explain the changes that I needed to make..


Monday, 10 September 2012

Water me

Name : Water me!
Publisher : Myself!
Price : $0.00
Extras : Nothing
Size : 18 MB
Compatibility : iPhone



Its my own app so, I cant review it, but you people can.











Sunday, 9 September 2012

0.03 seconds - Another one man show.

Name : 0.03 seconds
Publisher : Chien Ming Liang
Price : $0.00 on 9 September 2012
Extras : In app purchase of the pro version.
Size : 9 MB
Compatibility : iPhone

Fun to Price ratio : 4.25/0
The creativity never ends. Their may be more than  500,000 app in the appstore. But a new developer comes with a brand new idea. It need not to be a fast game. And, it need not be another running game like Temple Run. Still it reaches millions of people.


Lets start with the game.
Main screen.

Game is a measure of your reaction time. You will be subjected to series puzzles or tasks. No need to worry, these puzzles are very simple. However not simple as to solve within given time. Yes, thats we call reaction time.
Simple, cute and creatively done levels.
Lets look over the first puzzle.
First puzzle.
Circle changes to red after some time.
Can you imagine a puzzle simpler than this, Are you kidding?- Do not say that. Here it follows my first attempt.
Not that easy!
Yes. Your reaction time matters. Fastest fingers win.
This is sample every stage is a challenge yet it thrives for its simplicity.

My favorite stage.
Remember-Reaction time.
One more thing I should say is graphics: simple, crystal clear, best suites for retina display.

In the end.
Do not forget to upgrade.
PS:
Congrats brother! Another one man army after Andreas Illiger.

Developers block.

Why I took a long break from this blog.

Writer's block? Nope. Its developer's block.
More clearly: App store rejection.

These line of quote seems to mocking me.
“Those that can, do; those that can't, become reviewers!”