What is sufficient content in the binary for the app to function at launch?

Your app did not include sufficient content in the binary for the app to function at launch, and we were required to download or unpack additional resources before we could use it.


Additionally, we were not prompted to choose to download additional resources. If your app requires additional resources, you must disclose the size of the download and

prompt users before doing so.


So after making some changes and submitting the game again I receive the same rejection.

What is sufficient content in the binary for the app to function at launch?


Right now you can start the game and decide to download the additional content or not.

So, having a menu only is not enough, you need to be able to play at least one level of the game, or how many levels are sufficient?


Another issue is that we thought that prompting to choose to download additional resources was enough. They mention we don't prompt to choose to download additional content. But we do, When you launch the game, its the first screen you encounter. You can choose to accept (yes button), or decline (x button). So what exactly is " prompted to choose to download additional resources." Are we supposte to use native prompts?


Documentation surely is vague.

Replies

The question is, are you able to do anything with your app if you decline the download (or, say, you had no net connection)? If not, then you don't meet the requirement.

How many seconds/minutes/hours/game time would a user enjoy without downloading 'additional resources'?


How much additional game play comes along with those additional resources?


What is the payload size when downloading?


Did you perform any pre-release field testing to judge if users find your app acceptable in both cases with/without downloads before you released to the store?