Android Market Client Update
android-developers.blogspot.com
android-developers.blogspot.com
This is MUSIC TO MY EARS.
So many of my 1-star ratings are from users who have very specific device related issues, particularly with tablet devices with 480x800 screens and 160dip densities. My games look terrible because the graphics don't scale up under these conditions, and it's not realistic to create hundreds of graphics at different sizes for games as simple as mine.
Tablets on the other hand have 800x480 screens but report a density of 160dpi and images don't scale up and look like little images in the top left corner of the screen.
I'm concerned that's gone too far the other way. Twenty four hours was too long for a utility/short game but at fifteen minutes, you're cutting it fine if you have installation problems or need to properly evaluate the app.
This is still generous compared to the App Store which doesn't give you an easy way to refund your app purchase.
I don't understand why Google wouldn't just drop it down to an hour which would accomplish the same (stated) purpose but be a lot more reasonable.
EDIT: I just thought about this another way....
With only 15 minutes, we're asking users to make pretty short snap decisions as to whether or not they want to keep the app. Just as purchasing an app is usually a spur of the moment decision, now canceling may work under the same conditions - causing MORE cancels.
Another example would be 8pen. Interesting idea, so I decided to try it out. But it's something that takes enough learning you need more than 15 minutes to decide if it will be worth it and you'll be dedicated enough to learn it. Turns out that it didn't really click with me, so I returned it; but had it been a little more appealing, I might have kept it. Without just a 15 minute return window, I wouldn't have enough time to make an effective decision and would most likely not buy in the first place or just return it because of that.
I, for one, will be much less likely to buy apps with only a 15 minute window.
That is tempered by the fact that Google only allows the refund once - next time they need to do the same task they have to make a permanent purchase, and the app they used last time is in poll position to be the app they use (assuming it's any good).
This is a one-time task. If it's 24 hours, I can easily finish the backup and get refund.
If it's only 15 minutes, I won't have enough time.
If you just want to kill some time playing a new game, you can, then just refund.
With only a 15-minute window, less people will buy your app but there will be less cancellations.
With a 24-hour window, more people will buy your app but there will be more cancellations.
I don't have any data to back things up but it's possible that the number of downloads will be the same. And according to Google's stats, most refunds happen within 15 minutes.
However, having a shorter refund window is more beneficial to developers in terms of handling their business and will reduce abuse.
They should increase this. There are some amazing games on the iPhone that are well above 50 MB. RAGE HD is 743.6 MB (but its an iPad app too) and Myst is 533.4 MB.
But your idea is actually cool if your app needs a lot of screen specific resources. They can be downloaded later after checking the device screen specs.
Android phones unlike the iPhone don't all have a huge internal memory but when it's not the case it can be extended with sd cards.