The most ridiculous example I've seen lately is the mobile version of the Gwent card game from the Witcher game series. It's 2.7GB. For a card game.
The most ridiculous example I've seen lately is the mobile version of the Gwent card game from the Witcher game series. It's 2.7GB. For a card game.
I am not an expert in mobile dev by any means since I switched from web to native mobile development barely a year ago but when I was still resisting to learn the native way of doing things I was exploring the cross-platform solutions and libraries to "take advantage of my current skills", anything that goes beyond the demo todo list app quickly escalated in resource consumption and development complexity.
With these cross-platform tools, the moment you try to do something a little bit differently than everybody else, you find yourself stitching multiple 3rd party libraries together and these libraries add up to the binary size and loading times.
This.
I have tons of native iOS experience.
Started with react native a little over a year ago and was shocked at how difficult some things are. Easy things are easier. Hard things are harder.
I steered clear of ionic and angular developing my own framework and the apps had less than 1mb of assets bundled with them.