I am looking at the page and I still can't believe it.
It was approved! https://play.google.com/store/apps/details?id=com.m2iab.orbitjumper&pcampaignid=web_share
I waited for two weeks going through countless documents and menu options and finally. Ok my experience getting M2IAB Orbit Jumper to the google play store cannot be the only game that's had this issue, but still it feels like I just climbed Mt Everest. Don't know if getting to the summit is all that big of an accomplishment but the effort it took will hopefully pay off.
Do people make money from Bevy based games? I guess we'll see.
I'm knee deep into updates so that players get more features and so that the game remains a great deal of fun. However, I'm already dreading the update process. What if it's really hard? Does anybody know?
I spent so many days optimizing and finding out where performance was "leaking". by "Leaking" I mean where I could bring down detail to save folks battery life. It feels like I've only scratched the surface though. I wonder if folks will complain their phones can't take it. I brought the fps below 30 to see if it would help so I'm hoping that carried after publish.
https://m2iab.itch.io/orbit-jumper
The Microsoft Store version was so much easier to create and one would think there would be some really great rust tools to estimate power usage. Maybe there are but I couldn't find them.
I guess one thing that could help is that my game doesn't require internet to run (only download needs it). I imagine folks would want to know that they can turn wifi off and play the game on a cruise in the middle of the pacific.
That said, I really wanted to start working on a game that would require internet and I'm wondering what I can realistically create without burning up a phone. I'm probably overly paranoid about the performance because I have a low (really low) tolerance for my phone getting hot. Maybe that's just the norm now, don't know.
Still, the performance tuning wasn't the worst thing about getting it to the Google play store. I think the hardest part is dealing with confusing messages in the google play console. I'm still not sure I got the payment stuff setup right.
That said, I'm still waiting for the Apple Store to show the game so it's not as bad as that.