App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
1–10 of 40 posts
Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#2Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#3>According to our data, that’s not the case.
Well that's interesting.
Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#4Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#5Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#6Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#7>Those are pretty interesting numbers. There’s actually a common misconception that more and more apps are being developed using non-native tools so they can be deployed to multiple platforms easily. >According to our data, that’s not the case. Well that's interesting.
Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#8>Those are pretty interesting numbers. There’s actually a common misconception that more and more apps are being developed using non-native tools so they can be deployed to multiple platforms easily. >According to our data, that’s not the case. Well that's interesting.
Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#9>Those are pretty interesting numbers. There’s actually a common misconception that more and more apps are being developed using non-native tools so they can be deployed to multiple platforms easily. >According to our data, that’s not the case. Well that's interesting.
That data appears to be relative to the number of native apps in the app store, so that doesn't necessarily mean that moving towards non-native development is a misconception. In addition, many apps are not moving to non-native entirely... but instead module by module. I wonder how they account for that and how it impacts their statistics.
Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.
#10Seriously, I see games with over a dozen kinds of in-app purchases that total well over $100 (sometimes individually that high), and many listed purchases seem to be for repeatable things like gem bags. How much money can you possibly spend on a game!? It should be completely against the rules for heaps of purchases like these to even be an option. Basically, your app should have a hard limit on the number of items, a lifetime limit on dollars spent in total, and this theoretical maximum spend should be displayed in giant print next to the price when you download it. Furthermore, on every single app update, if any in-app purchases are changed, the new total dollar amount should be displayed in large text next to the updating button and such apps should not be possible to install via auto-update on a device.