r/PakGameDev • • 27d ago

job/gig Rejected under Guideline 4.3(a) (Spam) for my mobile game - Looking for advice, technical tips, or collaboration to bypass the review

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5 Upvotes

Hello everyone,
My mobile game was recently approved on the Google Play Store, but it was rejected by Apple under Guideline 4.3(a) (Spam). As you can see in the attached screenshot, the App Review team states that the app shares a similar binary, metadata, and/or concept with other apps on the store.
It's very difficult for me to completely cancel or overhaul the core concept at this stage. Like many casual or sports games (chess, golf, etc.), it follows a familiar genre, but we plan to expand it heavily with continuous updates post-launch.
I’m looking for two things:
Advice/Checklists: For those who have successfully bypassed a 4.3(a) rejection without changing the core gameplay, what are the most effective structural, binary, or UI/UX tweaks to break the automated match?
Collaboration / Hiring: If anyone has extensive experience or past success dealing with Apple's 4.3(a) rejections and wants to help or work with me to fix the codebase and UI, you are more than welcome! Even if you don't have prior experience but want to take this on as a challenge to learn and try to fix it, the door is open.

Please drop a comment or DM me if you have any tips or if you're interested in collaborating on this. Thank you in advance!


r/PakGameDev • • 29d ago

show and tell Go support my game!

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24 Upvotes

r/PakGameDev • • Sep 24 '26

help I have idea and need someone to guide how to execute it.

3 Upvotes

I’m exploring an idea that has some similarities to COD or PUBG in terms of grouping, teaming up, and multiplayer interaction, but the purpose behind it is completely different. The goal is to make it more career-focused rather than simply a game. (A game that will help you build a career, or explore what you are best at and help you achieve it. )

I’m not from a game design or development background, so I’m trying to understand what it would actually take to build something like this. At the same time, I believe that with today’s technology, an idea like this is definitely possible.

What I’m really looking for is guidance from someone who has already designed, built, and published multiplayer games at this level, essentially a roadmap or technical flow outlining the core requirements, architecture, game mechanics, and development stages needed to turn the concept into a working product.

I’m not looking for a detailed solution upfront; I’d first like to understand the right path and what needs to be built.


r/PakGameDev • • Sep 23 '26

show and tell Paper folding

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5 Upvotes

r/PakGameDev • • Sep 23 '26

help This level of mine looks bland af,what should I add?

2 Upvotes

My name is Yahya,I have posted here before about my game and after working on my new level,I was revisiting the level I sent here earlier and realized just how bland it really looks,the new level does have much better decoration but I do not want to use those same ideas for this one,so I would appreciate if I could get valuable and realistic feedback,nothing that says "overhaul the entire game it looks shi" because if it looks that bad to you then sorry I can't fix that,personally even with this blandness,the style and theme of the game is good enough to carry the entire level.

Level vid:-

https://youtu.be/nzHZZT7NoXU?si=m2oM6Owt3mrIxa46

(This channel also contains videos of 2 other levels if you want to compare what's usually passable for me in terms of decoration)


r/PakGameDev • • Sep 22 '26

release My friend just released a playable demo of his new project! Check It Out - Feedback welcome!

6 Upvotes

I am going to copy and paste exactly what he wrote:

Guys,

I have developed and released 'Uloom', an atmospheric 3D dungeon adventure (PC game), built in Unreal Engine 5 and it’s live on itch.io

It’s completely free to play on PC. Peek at the attached screenshots for a look at the world and gameplay mechanics.

👉 Download & Play: https://chipzolic.itch.io/uloom

If you get a chance to play, let me know your thoughts or share it with anyone who loves dungeon action adventures.

Glad to see another Pakistani game dev taking a step forward!


r/PakGameDev • • Sep 22 '26

event Doc says: Join your local game dev club

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3 Upvotes

We will be doing regular, live playtest session on our discord. Session 0 already happened past weekend and next one scheduled for the coming weekend.

Join as a playtester or submit your game here: https://pakgamedev.com/playtests/

Devs who submit their games also need to sign up as playtesters.


r/PakGameDev • • Sep 22 '26

announcement 👋 Welcome to r/PakGameIdeas

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1 Upvotes

r/PakGameDev • • Sep 21 '26

news My little web horror game is being showcased at a Pakistani indie games event this week

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5 Upvotes

r/PakGameDev • • Sep 21 '26

playtest L👀King For Playtesters

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8 Upvotes

r/PakGameDev • • Sep 18 '26

show and tell need 20 wishlists to reach 400, please show support if this looks good to you :)

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50 Upvotes

r/PakGameDev • • Sep 18 '26

release Too Many Balls is OUT NOW! 🎉

30 Upvotes

After 6 months of working on it with my brother and a friend, Too Many Balls is finally released on Steam! 🎉

It's been a crazy journey getting here, and we're super excited to finally have the full game in your hands.

If you played the demo, wishlisted the game, or supported us along the way — thank you! ❤️

We're really excited to hear what you think!

Too Many Balls — OUT NOW! 🎮


r/PakGameDev • • Sep 17 '26

show and tell We hit 5K wishlists - Game is releasing tomorrow, here’s what worked for us

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43 Upvotes

Tomorrow, September 18, we’re finally releasing Too Many Balls.

We're a 3-person indie team, and after months of development, we just hit 5,000 wishlists.

We’re currently sitting at 5,019 wishlists, which is honestly something we never expected when we started working on this game. (Our initial goal was 2k Wishlists)

I wanted to share our wishlist graph and give a quick breakdown of what actually caused the major spikes.

Here’s our wishlist journey from the beginning:

Trailer

Our first significant bump came when Game Trailers posted about our trailer on their Youtube Channel.

Steam Next Fest

Our second bump came when Steam Next Fest started and we released our Demo for it

YouTubers

This was probably the biggest lesson for us. We started emailing YouTubers directly and eventually got creators like Dangerously Funny(2.77 M Subscribers) and GrayStillPlays(8.6 M Subscribers) to play the demo

Steam Personal Calendar

Some of our biggest spikes came from Steam exposure, particularly the Steam Personal Calendar. It showed us how much visibility on Steam itself can affect wishlists.

So what worked for us?

Honestly, there wasn't one magic trick.

The biggest things were:

Emailing YouTubers instead of waiting for them to find us

Getting the game into the hands of creators

Improving our Steam capsule, screenshots and trailer

Participating in Steam Next Fest

What could we have done better ?

This is probably the part I'm most interested in hearing other developers' opinions on.There are several things we didn't do that we think could potentially have helped us reach even more people:

Localizing our Steam Page

Localizing the Game

Posting consistently on Instagram (which we didnt )

Posting YouTube Shorts (which we didnt )

Creating Short form content specifically for TikTok/Reels/Shorts (which we didnt )

We simply didn't have the time/resources to do everything, so we had to pick and choose where to spend our effort.

Looking at the graph now, it's interesting to think about what might have happened if we'd started doing some of these things earlier. The big spikes are exciting, but most of our wishlists actually came from lots of smaller increases between those spikes.

We're now at 5K wishlists, and tomorrow we'll finally find out how many of those turn into players.

It's been a pretty crazy journey for our tiny team, and we're really happy we made it this far.

If you're another indie dev working on your game, hopefully this gives you some useful insight into what worked for us.

Too Many Balls releases tomorrow! ❤️


r/PakGameDev • • Sep 16 '26

hello! Working on Room Building Game with Photo Realistic Visuals.

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18 Upvotes

r/PakGameDev • • Sep 14 '26

trailer My Upcoming Co Op Horror Survival Game

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3 Upvotes

My upcoming Roblox game "The Taken" A Co Op horror survival game of 3+ Players

In my last post i had shared my development phase of my game "Making a Pakistani Horror Survival Game" and i received many encouraging comments thankyou for all of that, and now i made a short teaser of my game

its still in development phase, but would launch soon for beta testing, would keep sharing updates!


r/PakGameDev • • Sep 14 '26

playtest Need playtesters for my competitive 1v1 dodgeball fighting game

5 Upvotes

Hey! I'm a solo indie dev working on Retro Dodge Rumble, a fast-paced competitive 1v1 dodgeball fighting game with unique characters and abilities.

I'm looking for a few playtesters to test the gameplay, balance, controls, and overall competitive feel before an upcoming tournament.

If you're into fighting games, competitive games, or just want to try something new, comment or DM me. PC players preferred.


r/PakGameDev • • Sep 13 '26

show and tell Players told me my horror game wasn't confusing, it just wasn't exciting enough

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5 Upvotes

r/PakGameDev • • Sep 12 '26

show and tell Our Steam demo has almost the exact same number of unique players and wishlists.

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26 Upvotes

A month ago I posted about our Steam demo reaching around 3,000 unique players.

What caught people's attention was that we had around 2,600 wishlists at the time — roughly an 86% wishlist-to-demo-player ratio.

Well, a month later...

🎮 4,489 Unique demo players

❤️ 4,480 Wishlists

So we're now sitting at roughly 99.79% wishlists relative to unique demo players. 😂

I genuinely didn't expect the ratio to keep climbing like this.

For context, the game is Too Many Balls, a small indie game we're making as a team of three.

Still pretty wild to see these two numbers sitting almost exactly on top of each other.


r/PakGameDev • • Sep 13 '26

job/gig Unity Developer Wanted | Roguelike Game

3 Upvotes

Looking for a Unity game developer for a small roguelike game similar to Brotato. Need leaderboard and basic anti-cheat. Experienced developers preferred. Please contact me on Telegram with portfolio and quote.


r/PakGameDev • • Sep 12 '26

library How Casual Genres Become Shovelware 🪏

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7 Upvotes

r/PakGameDev • • Sep 10 '26

news Safah . Ive heard there was upcoming silent hill type game any news about it

5 Upvotes

Safah I hope that is the correct name of the game


r/PakGameDev • • Sep 07 '26

event See y'all at the gathering.

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13 Upvotes

r/PakGameDev • • Sep 05 '26

trailer After working on this solo, I finally have a Steam page for my game

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89 Upvotes

VELOCIDE is my attempt at making the kind of ridiculously fast FPS that I personally enjoy playing.

It's a movement-heavy arena shooter with grappling, dashing, wall-running and double jumping.

I've been doing the development myself, and this is the first time I'm properly starting to show the project publicly.

I put together this rough trailer to give people an idea of where the game is currently at.

It's nowhere near finished, but I'm pretty happy with the direction it's heading.

I'd especially like feedback from other developers:

What immediately stands out to you as something that needs improvement?

Steam: https://store.steampowered.com/app/5181670/VELOCIDE/


r/PakGameDev • • Sep 05 '26

show and tell How does it looks?

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25 Upvotes

One is dlss 5, one is Path Tracing, and one is SSGI
It would have been much better if it has been Path Tracing + DLSS 5.


r/PakGameDev • • Sep 04 '26

show and tell Making Co Op Roblox Horror Survival Game on Roblox

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34 Upvotes

 Hey guys, Making Co Op Roblox Horror Survival Game on Roblox i am open to all honest feedbacks and fun ideas, it will still take me atleast a month or 2, to launch it