Assuming your game is coming out on switch there is almost certainly tons of money to be made by constantly deal discounting a game to 50 cents or less. When this used to be allowed on Steam we made over a million dollars a year deep discounting tiny games.
The market size of gamers with almost no money is endless.
Prior to "Buy, Try, Return" the sub-dollar games were pure joy. I didn't care that some were shit; most were more than enjoyable enough to satisfy spending a few quarters on them for a brief period.
What I didn't like is that they stuck around my steam library. What I wanted was to throw some quarters at a short-lived arcade experience. I didn't want my library polluted with shovelware.
It really depends on your price point and the game. But assuming very small with little prelaunch marketing you really need to focus on getting on the new & trending list at launch. How do you do that?
You want a lot of people to buy the game quickly at launch. The best way to do that is building up wishlists prelaunch. That has organic second order effects that are helpful, but there are other ways to get lots of sales at launch...
Yeah I wondered that or the bullet character too. The thing is we referenced other apps that used this exact formatting. But yeah, could just be a bug that was introduced at the beginning of the year that hopefully they can figure out and fix.
I've been having the same issue with an app. Random rejections with a single line copy-pasted from the (genuine) feature list in the app description. In this case the lines just start with a regular dash ("-").
This together with the sometimes 10+ day review times makes it impossible to maintain an app on the Play Store now.
In an ideal world, we would see a way for creative and thoughtful apps to rise above the majority of low quality apps.