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Hi! Thanks so much for this very detailed feedback and glad you like the testimonials :).

intro/onboarding feedback: I agree with you and will look at ways to cut it down both in length and quality

- I just removed the "Try tapping" and changed it to tap cause I agree with you (it will be pushed out next update)

- you're 100% correct on the sound previews too, I implemented the listener as an onChanged rather than onClick, but will look into fixing that in the near future.

- the 42 MB is almost entirely due to mp3 sound files (the alarm ringtones + sleep engine sounds). I used compression to strike a balance between quality and space and also used seamless looping on the sleep engine to get rid of the need for giant audio files, but there is always room for dramatic improvement on that front and I'll keep working at it. If you have any suggestions please let me know. I think that once I get a back end going what I'd eventually like to do is have users download the tracks based on what they need (this might be a very naive approach though so correct me if that's a bad idea).



I'm glad I could help and looking forward to the update :-)

IMO the sleep sound feature seems to be something you should analyze whether it's used or not. If not (<5 or 10%?), drop the feature. If it's used, you might want to extend the collection (in the premium version only?), and then the user could download the sounds he/she wants.


ya very fair, I'll look into this after some analysis, thank you!


You could reduce download size by a form of lazy loading, download the files on demand/request in the app, so ship the code without most of the media?

If you're paying for the download bandwidth that might help too, as many will get the app and never use it.

You could use IAP to sell new media packs including high-quality.


Yeah I think this sounds like the eventual goal. And media packs are interesting, but I'll have to provide many, high quality sleep engine sounds to justify that. Thanks for your advice :)


For smaller audio files, take a look at the Opus codec. It does way better than mp3 at lower bitrates. Android 5.0 and up can decode it natively and there's a library with NDK that should work on older devices.


Awesome, I'll take a look. My main reason for choosing mp3 was compatibility, but I didn't research it thoroughly, I just chose the cookie cutter option. My app is currently min 5.0 so this seems like a very viable option. Thanks :)




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