If they don’t need the app, there is no benefit for the developer either. The developer earns money from the apps usage. If the user does not use it in the first place, there is no point to keep it for the user and no point for the developer caring for users that don’t use the app anyway.
If a user needs the app and wants to use it, he will not abandon it. As long as there isn’t an equal-quality tiny sized app/game as an alternative, he will stick to the original one.
Revenue is generated from user retention, not from temperamental users, which leave your game at the first sight of a “cheap” alternative.
Well, not exactly. We would like to attract as many revenue generating users as we can
What’s the benefit in having 200k users, that do net generate revenue? Exactly, none.
Of course, but I can think of the best audience to address. If your game is >50MB, 2k Quality whatever, you are targeting exactly the users, which fulfill the requirements of those games.
Of course, but to hijack a thread needs more than one individual and my T-Shirt with “Guilty!” printed on it, is already full
And what to people do about that silly restriction?`They complain about it! They do not appreciate it!
This limit was established to conserve user’s mobile data plans. Again, not a problem, as the people will download the game over their home ISP connection, if they WANT your game. If they don’t, chances were very low, that this would have been an revenue generating customer in the first place.
Which ones exactly?`
Wasn’t this all about GAMES, as cocos2d-x is a game framework, not an app framework.
If you want to reduce your assets, just use procedural textures, which take a lot of RAM. Wait, not everyone has decent RAM in their devices. Damn…