Game Development Reference
Universal apps include code and assets for both iPhone/iPod touch and iPad devices.
This has the drawback that all assets are added to the same Xcode target, increasing the
app's size—possibly beyond the over-the-air download limit of (currently) 50 MB.
That's the technical drawback; there are no performance penalties.
With a Universal app, you can't set different prices for iPhone/iPod touch and iPad ver-
sions. That's probably the biggest bummer, knowing that iPad users tend to be more
willing to pay more for an app. Moreover, you won't know which percentage of your
download's respective purchases were made by iPad users. You'd have to have the app
“call home” to determine that.
Regardless of that, Universal apps will still be ranked separately by device in the App
Store charts. If the user downloads or purchases the app on an iPhone or iPod touch
device, it's accounted for in the iPhone charts. The same goes for downloads/purchases
on the iPad, which add to your app's ranking in the iPad charts. That leaves the ques-
tion of how iTunes downloads/purchases are accounted for. They're simply accounted
for in the iPhone rankings. That makes it impossible to even estimate how many of
your users are iPad users, unless you add analytics tracking code to your app.
Splitting your app into two separate apps for iPhone/iPod touch and iPad allows you to
keep the game assets separate. But the biggest drawback is if iOS users want both the
iPhone and iPad versions, they'll have to buy both. That's good for you, but bad for the
customer. And some won't hesitate to give your app a bad rating just because of that.
Because your app will be treated as two entirely separate apps in the App Store, at least
the customer reviews and comments will be specific to the particular app version.
You'll also be able to optimize each app's description and screenshots for the target
platform and update each version separately. Splitting your app is also a good choice if
your app has been on the App Store for a while, because adding support for new
devices in a Universal app won't have your app appear in the What's New section of
the App Store.
Restricting Device Support
By default all cocos2d projects are set to be Universal apps that run natively on iPhone,
iPod touch, and iPad devices. But you can change your app to work only on iPhone and
iPod touch or iPads.