Preparing A Project For iOS Release

MetzoPainoMetzoPaino Member Posts: 195
edited June 2012 in Working with GS (Mac)
Ok, so there is about a week of work left on my game and then it should be ready for an iPhone release.

I'm not a pro user and I'm thinking of charging $1 for my app. Any tips for making sure Apple accept it?

I've done my best to make it as polished looking as possible, and even changed the "Quit" button to "Menu" in case Apple took issue with the fact you don't really quit.

Best Answer

  • EatingMyHatEatingMyHat Posts: 1,246
    Accepted Answer

    And say "Sorry it has ads at the start? It is a requirement of using GameSalad to make the game, but I don't get any of the profits."?
    Actually you can do just that. Just say that the platform add it by default and you have no control over it.

Answers

  • patapplepatapple Member Posts: 873
    edited June 2012
    Maybe youcan do some beta testing with testflight so you can have some feedbacks
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    Remember that you can write a message to the reviewer (under Review Notes (Optional)). You can describe there why you have ads, or explain why this game is cool :)
  • MetzoPainoMetzoPaino Member Posts: 195
    Remember that you can write a message to the reviewer (under Review Notes (Optional)). You can describe there why you have ads, or explain why this game is cool :)
    And say "Sorry it has ads at the start? It is a requirement of using GameSalad to make the game, but I don't get any of the profits."?
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