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Interesting. Well, I am a dev and my company has both a free, lite version and a full, paid version of CraigsHarvest. And in the help and a few other places of the lite version we do highlight features that are available in the full version. I guess perhaps this could be another case of Apple being inconsistent with their application of the rules, although, based on the following clause from the standard agreement that I believe that rejection speaks to, I'm not sure that's the case. I'd have to know more details about that rejected app and how it was referencing those features.

Unfortunately the rejection notice does not reference any clause of the agreement. Basically the whole referencing unimplemented features thing is an unwritten (or worse, secret) rule.
 
Unfortunately the rejection notice does not reference any clause of the agreement. Basically the whole referencing unimplemented features thing is an unwritten (or worse, secret) rule.
It may have been in the past but I'm pretty sure it no longer applies. I remember reading in the Apple Developer forums a few weeks back about an app that was rejected because the developer attached a message to a print button that only worked in the paid version. They removed the button but added a note of the printing capability in the full to a opening splash page and the app was subsequently approved.

Also, my own app, [app]CraigsHarvest Lite[/app] was approved last Thursday (April 30th) and we used a similar approach: removed the Save Search and Defaults buttons from the Lite version but mention their capabilities in the help and info screens.

Granted, if apps are still being rejected for this unwritten rule, then there's still a problem and another inconsistency in the approval process is also revealed.
 
And occasionally...

And occasionally, every once in awhile, a user accidentally clicks on one of the ads and doesn't cancel the browser launch fast enough so that it's counted!

Seriously, I don't see advertisers particularly liking this form of media. At least not yet; not until they can find a way to more directly translate the ads into sales.
 
It may have been in the past but I'm pretty sure it no longer applies. I remember reading in the Apple Developer forums a few weeks back about an app that was rejected because the developer attached a message to a print button that only worked in the paid version. They removed the button but added a note of the printing capability in the full to a opening splash page and the app was subsequently approved.

Also, my own app, [app]CraigsHarvest Lite[/app] was approved last Thursday (April 30th) and we used a similar approach: removed the Save Search and Defaults buttons from the Lite version but mention their capabilities in the help and info screens.

Granted, if apps are still being rejected for this unwritten rule, then there's still a problem and another inconsistency in the approval process is also revealed.

The rejection notice that I showed was from February. Would be interesting if it indeed had changed. I wish Apple would actually tell people what their policies are.
 
Anyone have figures on relative "hits to income" rate.

100 downloads = $10 etc?

concerning the ad based free apps.
 
Anyone have figures on relative "hits to income" rate.

100 downloads = $10 etc?

concerning the ad based free apps.

You get $0.50-$1.00 per thousand ad impressions, and less if those impressions come from ads which are refreshed periodically.

The top free app mentioned in the article probably received nearly one million downloads, which places it about 2 cents per download.
 
It does my head in when I see more people say if they only had time they could dream of making 5k a day in ad revenue.

The problem is the story doesn't report of the 50,000 people who did make the time and ended up with nothing or next to nothing in the process.
 
I came not far off.. made a pretty decent app, but just totally misjudged the market it seems, and it sold about 5 copies :( (my other apps are doing fine, it's just that one. Guess that's just the way it goes, you get a bunch of average sellers, and an occasional hit or miss)

Perhaps you should be leveraging the success of the other apps... use in-app advertising JUST for your other app. Nothing obtrusive, but on the info page something like 'If you like this app, please consider XYZ...' (forgive me if you're already doing this).

Also, do you have an email database of current users? Any way to get them to opt-in? Since I've started automatically emailing ringtones, I have over 6,000 members in my list (ConstantContact.com) so when I get around to releasing another app, that's a readymade audience.

Look for my free e-book, coming soon, with more app sale advice!
 
It extends further than that. You may not make any sort of reference to features not present in the lite version that are present in the full version. Any lite versions that do this are the result of inconsistent application of this rule. Certainly most free versions mention the fact there is a full version, but this is as far as you're allowed to go. You can't point out how the two versions differ.

Things is, nearly all lite versions of games do that. Almost every last one of them, that I've tried anyway. They all have a screen somewhere that lists what the full version has, sometimes in several places.

--Eric
 
App store is very competitive,

Im just excited to see how more features are added what developers will come up with.
 
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