Ways to make app size smaller to allow 3G purchases

Hi

I have just launched my first iPhone game (10MB compressed) but on the appstore its 24MB so this will exclude a huge number of 3G users as its above the download cap limit imposed by Apple.

I have read the cap used to be 10MB but is now 20MB for 3G downloads.

Can people confirm the most effecient method from this list as I need to get this fixed asap.

  1. Upgrade to Unity iPhone Pro and enable striping?
  2. Resample all audio to a lower bitrate
  3. Seperate out and create an asset bundle of optional (heavy kb content) and make it downloable content via “In App Purchase”?
  4. Deselect unused libraries in XCode like Boo? (Unity iPhone Basic)

What else is there? Is the above viable?

Thanks for any advice.

@Anim, the 3G cap doesn’t seem to be all that important from past evidence. You can get your game down to barebones size by having all content be loaded from asset bundles. But then do you think your users will be happy that they just downloaded your game and then it cant be played until they download more content? That is what a lot of Android games do and from a users perspective it is a miserable experience. Also, perhaps some users see value in a larger download size. They may think bigger is better. Don’t discount psychology in the matter…

24 MB is so close that you may want to put in the effort to get under 20 MB, then you can see for yourself if it makes a difference.

There are many things you can do to reduce app size. I made all my audio wav files mono rather than stereo. I kept audio clips as short as possible. Reuse everything you can. For example, I reused a torus based enemy model as the mesh emitter for a particle effect. Every texture was reduced in size until a quality difference was noticeable (keeping with square, power of 2). Think about the size of everything. It all adds up.