What is allowed in the game description - Lite versions

scitunesscitunes Member, Sous Chef Posts: 4,047
I am considering putting a lite version of a game in the appstore a good month in advance before the full version will likely be finished. I know I cannot show grayed out icons or anything like that in the app. But can I mention that the full version is in development in the description section. I had an app rejected for suggesting that you restart your device after installing so clearly someone actually reads those things. Anyone know if I can say this? I swear other apps do.

Comments

  • beaudoin_nbeaudoin_n Member Posts: 184
    Seems the rules *might* be applied... i had a lite version rejected because i had a link to download my main game and a popup after a certain time.
    In the same week i downloaded a lite version that stopped after maybe 60 seconds and a link popped up to download.

    Only difference was mine was having a popup after ten seconds (saying that i was given the chance to continue even though in the real game you only had 10 seconds to solve) and after each demo level i was giving the choice to continue or download.

    So luck of the draw....depends on who approves :(
    Unfortunately
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    would it be better to call it a lite version or just call it the full version and add levels as updates and change the price from 0 to $.99 or whatever it ends up being? I think if people know it is a lite version then they wont be disappointed that there are only 3 levels. On the other hand if the screenshots look cool and it doesn't say lite people may be more inclined to download it as compared to a version that says "lite" in the title - they may expect it to be a waste of time as many lite versions are.
  • ZillaZilla Member Posts: 157
    http://developer.apple.com/iphone/news/appstoretips/

    Just Right "Lite"
    Using a "Lite" version to show how it feels to use what you make and what kinds of things your app can do is definitely a good way to find customers who will pay for the full version of your application. But store shoppers tell us it only works if you follow a few simple rules:

    Make sure the functionality you decide to include is complete. Battles that require weapons only available in the full version, for instance, are annoying and irritating instead of enticing.

    Don't set time limits on your "Lite" version, either for run times or life times. Applications that will only run for a set number of minutes per session, or that expire altogether after some period of time, don't recruit customers so much as leave a bad taste in their mouths.

    Only display the UI for what your "Lite" version will do. Grayed out menu commands, "more track/car choices" you can see but not select, etc. makes your "Lite" version feel more like a commercial than a product, and an annoying and ineffective one at that.

    Do include information about your full application, including an option to buy, in either your application's About section or on the splash screen. Just make sure the option to continue using the "Lite" version is there as well. A good impression lasts forever.

    It's important to follow these simple rules not only to create a better user experience, but also because your app will be returned to you by the App Review Team for modification if it is found to have time limits, incomplete functionality, or disabled functionality.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Thanks for the info, Zilla!

    So it shouldn't get rejected if I put up a fully functional game with three complete levels (each level will act as an example of the main "worlds" that will each have many levels) as long as nothing is grayed out. Even if I put a "full version coming soon!" graphic on the start screen? Nothing annoying, just a little reminder at the beginning of the game.
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