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I've been beta testing this on tiktok with several users. There's a stark difference of when someone is using an android vs an iphone device to play. I've also tried using different android devices to host the game. It's the same issue.

Hello! Thanks for the detailed follow-up, I can understand why this behavior feels like a platform-specific issue. But, to clarify how this works: all viewer actions (likes, joins, gifts, etc.) are processed by the main server (where almost all custom TikTok games are connecting to) that connects to TikTok. That server only receives event data from TikTok (for example, "user liked the stream"), it does not receive or use information about whether a viewer is on Android or iOS. Because of this, the viewer’s device platform cannot affect how likes are handled.

I’ve double-checked the server-side logic and also tested with Android devices on my end, and everything is working as expected.

The most likely causes are still related to networking or performance rather than platform differences, for example:

- Multiple Android devices (including the host) being on the same network/IP, which can sometimes cause rate-limiting or delayed event processing.

- Network instability or higher latency when hosting from an Android device, especially on older hardware or less stable connections. This can result in delays where likes are received correctly but the in-game actions (like balls falling) happen later.

It’s also important to note that the hosting device (Windows, Android, or macOS) does not process viewer actions itself, it only receives already-processed events from the main server and reacts to them. Because of this, the viewers’ platforms should not influence the behavior at all.