Which android min version do you use?

We have a medium to high requirements for our game. I can’t find any clear information, but I think that all devices lower than 4.0 probably will not run the game.

So, we will launch using min sdk of 14 (<uses-sdk>  |  Android Developers). I can lose some valid devices, but I will probably cut 90% of “crash on my phone” issues.

That make sense?

Android has a lot of good manifest filters for components like “must have a phone,” or “must have a camera,” or “must have a screen with a lot of pixels.” It also has a filter for “must have at least Ice Cream Sandwich,” which is what you’re suggesting.

Unfortunately, it doesn’t have a good way of filtering on “must have a CPU that won’t choke on anything more complicated than chess,” or “must have enough memory to avoid thrashing within a single level of a Mario game.”

So your choice is a reasonable one, but you will still have people who somehow got a cyanogenmod Jellybean update onto their six-year-old phone, and they’ll think it’s your game that makes their phone crash.

If you can, try to measure the stress of the system, such as a poor FPS metric, and swap in “fallback” strategies like lower LODs and dumber AIs on the fly. Consider a free companion app, or a built-in function, that benchmarks the user’s phone, before they get too far into buying your full app. If you can’t do that, it comes down to warning users before they run the game.

Nice check list, and I am ok with that. So, I have already done what I can do, let they come :stuck_out_tongue:

Thanks for answer.

uses-sdk
android:minSdkVersion=“7”
android:targetSdkVersion=“16”

I set min sdk version to 10 for less input latency (for use NativeActivity instead of Activity).