On the flip side, googles release infra provides much more functionality for apps that already has scale. I wish apple were more production oriented too.
The next update won't be huge, (Google required us to make all screens 'edge to edge'[0], which took up most of my time last month). I'm hoping for some solid improvements now that's out the way, once the release pipeline has returned to normal.
Feel free to get in touch if you fancy contributing.
[0] https://developer.android.com/develop/ui/views/layout/edge-t...
The way I did it was to firstly get accessibility identifiers on everything. Then have it record everything I do on an emulator to navigate the entire app. Then left it for a while to work out how to actually use the app via the emulator. Once you have this sort of baseline. A lot of changes are really quite pleasant. I often ask for an HTML gallery of screenshots covering a few device sizes as the step before I bother running it on a device myself.
Apple has it's own issues, they often just answer with a random question so they can kick the review down the line. "Are you sure this is your pricing?" "Can you confifrm you have not selected that country" and then you have to wait another 2 days.
The explosion in LLM app development has clearly created a bottleneck at the human review steps. Not only delays but much more “dumb” rejections from likely over-stressed humans.
And before someone says "well akshully you can technically do it on Android," Google has been working tirelessly to make it as onerous as possible for both developers and customers. For example, users need to separately authorise each app (browser, files manager, alternative store, etc) to install an APK from outside the Play Store. Google also does background scans using "Play Protect" which will periodically delete apps Google doesn't approve of. This happened to me with SmartTubeNext. I have a dozen other ways Google ensures users are discouraged from stepping outside the Play Store.
Google Play is regularly slower now than App Store Connect, which never used to be the case
Very much likely an automated triage based on code change or complexity.
Was only 48-72 hours until this year, where it randomly jumped to 2 weeks or longer like it still is.
It's really frustrating, and makes it very difficult to develop with, let alone reliably release features across platforms.
Before that we had a hotfix update (a very small change) and still it took longer than a week and a support ticket (after which it had been approved in a day)...
* We target minSdk 24
* We're still using XML views
* We target a large variety of form factors
* We have a lot of screens, and these have a lot of configuration options.
I really wish it was "point an agent at it, and walk away", but many screens ended up being hours of iteration with Fable driving my phone/an emulator to produce an acceptable outcome.
Given that my Pixel 9 Pro has system screens which are still broken under edge to edge, it's not an easy change, and takes up time which could have been going towards feature development.
RicoElectrico•1h ago