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1) It runs very well without a network connection, you just can't access the online features. I've written my own syncing logic to make sure a user can experience the game for days or even months without having a network connection, and then have all their progress saved when they connect.

2) It works very well on low bandwidth connections. The puzzles are represented as strings and there are no remote images loaded.

3) For features that make sense in this game (sharing, IAP, haptics, notifications), it supports native functionality flawlessly. It is very easy to write native modules for RN, and there are may great npm packages that implement commonly needed native functionality.



I write native modules for a React app, and it's not easy at all. React on iOS is an unprofessional abomination, a mass of compiler and console warnings that make it almost impossible to determine what your own code is doing.


I’ll just have to disagree. There’s a bit of a learning curve, and yes the React project is full of warnings, but Xcode has filters for that, and breakpoints work brilliantly. I guess I have a big advantage in having 6+ years of native iOS dev experience.


Yea, I only have 7 years native experience, which tells me Xcode filters don’t work worth a crap at separating out our warnings from RNs warnings, and that warnings are still a clear sign of amateurish coding practices, and burying the console in gibberish is, like the warnings, a recipe for obfuscating serious issues.




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