Head Slap Privacy Policy

Last updated: 31 October 2026.

Head Slap is published by Eugen Andrei Rad, Romania. For support or privacy requests, contact rovideotuts@gmail.com.

This policy covers Head Slap and its support website. Head Slap supports rewarded videos, interstitials and banners where available in your installed version and allowed by its age and privacy choices. In-app purchases remain disabled. Online services, diagnostics and technical SDK processing also operate, including anonymous sign-in when the game starts.

Information stored on your device

Head Slap stores tutorial completion, sound and haptics settings, selected characters and arena, your chosen nickname, match statistics, XP, campaign and Solo Cup progress, and records used to prevent duplicate rewards. It also stores pending online-result submissions, advertising cooldowns, reward-request records and your self-reported age-group choice. Privacy-message choices can be stored on the device by the consent provider. Existing commercial-state files can also contain entitlement fingerprints from versions where those features were available. Local files can have backup copies.

Your device or store backup service may also handle app data under its own settings. Clearing app data or uninstalling can remove local saves and access credentials; recovery is not guaranteed.

Online identity begins at launch

Head Slap can initialize Unity Gaming Services and sign in anonymously when the app starts, before you tap Online. Unity assigns a persistent player ID and manages authentication tokens. The game does not ask you to register with an email address or password. An anonymous sign-in is still a pseudonymous online identity, not a promise that no personal data is processed.

Unity Authentication, Lobby and Relay process player identities, room membership and invitation codes, chosen fighters, technical connection information and duel messages to connect players and run matches. Service providers receive network information such as IP addresses. Solo play remains available when an online connection is unavailable.

Nicknames and public rankings

You can choose a nickname of 3–16 characters. It is saved locally and sent to your opponent through the Relay duel connection. The two players can see their portraits and nicknames before confirming READY. A generated alias is used if you have not chosen a name. Avoid putting your real name or contact details in your nickname.

Your chosen nickname is not written to the Unity Authentication profile or used as the public-ranking display name. Head Slap has no chat, voice or user-uploaded image/file feature.

Eligible public match results send the room ID, the two player IDs and round scores to Unity Cloud Code. Private Cloud Save ledgers hold result reports, duplicate-prevention receipts and totals. The leaderboard displays generated aliases, ranks and points; service responses also contain pseudonymous player IDs accessible to authenticated clients. A display alias does not make the underlying records fully anonymous. Bot and private-room matches do not earn public-ranking points.

Diagnostics and technical information

Unity Engine diagnostics is enabled. It collects an installation-specific identifier and technical information such as crash reports, Android application-not-responding reports, exceptions, performance information and runtime usage signals. This helps investigate errors, compatibility and stability. Collection can begin when the app runs; the current game does not offer a separate diagnostics switch. See Unity's Diagnostics privacy information.

The included Unity IAP component also initializes with Unity services and sends configuration requests and sign-in session events even though purchases are disabled. These contain player, installation and session identifiers, app/SDK versions and installation timing, and technical device information such as model, operating system, language, locale, boot timing and storage capacity. On iOS, this includes the vendor identifier (IDFV). Authentication requests can also include hardware, display and runtime attributes. Unity describes country as part of its default IAP service data; the game does not request precise device location. These data support service functionality, configuration and technical analysis. They are separate from a purchase, and the current build has no active payment flow. See Unity IAP's privacy information.

Advertising and ad quality

Head Slap requests ads through Unity LevelPlay using the ironSource ad network. Ad Quality is integrated with LevelPlay to help analyze ad impressions, content and performance. Google User Messaging Platform (UMP) provides privacy messages and manages the consent status used by the game's ad-request flow. The availability of an ad depends on your choices, connection, device and the provider.

Advertising services can process device and installation identifiers, an advertising identifier where permitted, app and SDK versions, device/operating-system and network information, IP addresses, ad views, clicks, completion/failure events and technical performance information. Ad Quality can also process impression and ad-revenue information. These data support ad delivery and measurement, frequency limits, fraud prevention, troubleshooting and ad-quality analysis. UMP handles privacy-choice interactions and technical request information, including an approximate region derived from the network request for privacy-message functionality. The game does not request precise GPS location for advertising.

Provider identifiers and ad data can be associated with a device or installation. Advertising measurement or personalization can involve tracking as defined by the platform, subject to the applicable permissions and choices. We send LevelPlay a do-not-sell/share request before starting its ad flow. That request works alongside consent and device settings; provider-permitted security, frequency-capping and attribution processing can still occur. See ironSource's data disclosure, Ad Quality information and LevelPlay's do-not-sell/share information.

Age and advertising privacy choices

Before its ad-consent flow, the game asks for a broad age group: Under 16, 16 or older, or Prefer not to answer. No birth date or name is requested for this choice. Choosing Under 16, Prefer not to answer, or KEEP PLAYING WITHOUT ADS keeps the game's ad-request and ad-consent flows off. You can continue playing. This self-reported choice controls advertising; it does not turn off the separate anonymous online initialization or diagnostics described above, and it is not a verification of your age.

For players who choose 16 or older, UMP checks whether a privacy message or privacy-options form is needed. Read the message and use its choices, including Do not consent when offered. The game uses the provider's resulting ad-request eligibility; some choices can allow restricted ads or necessary technical processing rather than stopping every request. Open PRIVACY OPTIONS in the pause menu or shop to review the available advertising privacy controls. The options shown can depend on your location, previous choices and the configured message. See Google's privacy-message information.

On iOS, a tracking-permission request, if shown, is a separate Apple system choice. You can allow tracking or choose Ask App Not to Track and continue playing. You can review that permission in iOS Settings → Privacy & Security → Tracking. A consent choice in a privacy message does not replace Apple's permission, and changing a choice does not itself delete records already processed. See Apple's tracking information.

Ad formats, rewards and purchases

After an eligible solo result, you can choose a rewarded video for a 20 XP bonus. The bonus is credited after the provider reports the reward as earned; closing a video alone does not award it. There is at most one bonus for that result. If no video is ready, or you do not choose it, you can keep playing without the bonus.

Automatic interstitials are limited to transitions between solo matches. The first is gated by at least three completed rounds and three minutes of active solo play. Later interstitials require at least three further completed rounds, at least two minutes from the start of the previous interstitial, and at least two minutes after a rewarded video closes. A later reward confirmation can extend that pause. There is a limit of four interstitials per advertising session. They are blocked during the tutorial, active duels and online matches, and on launch or resume. Banners can appear on Home and result screens outside active duels when the relevant privacy and UI conditions allow them.

In-app purchases and checkout remain disabled. The shop can show unavailable cosmetic previews. Playing does not require a purchase or a rewarded video. See Support if your installed version behaves differently.

Purposes and providers

Information supports saved progress, multiplayer connections, rankings, ad delivery and measurement, ad-quality analysis, reward and result deduplication, service security, diagnostics and performance analysis, and support requests. Where data-protection law applies, processing may be needed to provide requested features, meet legal obligations, or support legitimate interests such as security and troubleshooting. Where consent is required for a particular use, that use requires the relevant consent; the existence of this policy is not consent.

Unity provides the game's Authentication, Lobby, Relay, Cloud Code, Cloud Save, Leaderboards, LevelPlay/ironSource and Ad Quality services and includes the technical purchasing component. Google provides UMP privacy messaging. Apple and Google operate their respective app stores. Providers may process data internationally under their own policies and safeguards. Read Unity's game-player privacy policy, Google's privacy policy and Apple's privacy policy.

Support and this website

If you email us, we receive your email address, message and any attachments you choose to provide. We use them to investigate and respond. Send only information needed for your request; do not send passwords, authentication tokens, payment-card details or full purchase receipts.

This static website adds no analytics scripts, advertising scripts, tracking cookies, contact forms or externally loaded fonts. The public site uses GitHub Pages hosting. GitHub may process technical request information, including IP addresses, to deliver and protect its hosting service. Read GitHub's privacy statement. Your email service and any external links have their own privacy practices.

Retention and deletion

Local progress and related backup records remain until replaced or removed; the game has no automatic time-based deletion of these files. Pending ranking submissions are removed after confirmation, while local ranking history may remain. Online result receipts have a submission window and are pruned during later service writes. Their expiry is not a guaranteed global deletion timer.

Outside a deletion request, Unity Authentication identities, all-time totals and leaderboard history do not have a scheduled game-level purge. Provider logs, store records and backups follow the relevant providers' retention rules. Support messages are retained while handling the request and relevant follow-up; there is no automatic support-mail deletion schedule stated here.

Unity documents a default retention period of 90 days for Diagnostics personal data and 90 days for IAP service logs. These are separate from Lobby logs containing player IDs, retained for up to 30 days, and Relay personal data, retained for 30 days under those services' policies. These periods do not describe all online account data or the time needed to fulfill a deletion request.

In app versions with PRIVACY & SUPPORT, DELETE ONLINE ACCOUNT starts a deletion request after an explicit confirmation. The request is saved and online play is paused while it is processed. Your solo progress stays on the device. The request checks game-owned result and ranking records before deleting the Unity Authentication identity. Some archived ranking records or provider actions can require further work; the request remains pending instead of reporting a deletion that has not completed. After deletion, the app creates a new online identity only if you explicitly choose to create one.

To fulfill and verify the request, we retain a private operational record containing your Player ID, request reference and cleanup status until the publisher confirms that the Unity Authentication identity has been removed. The app can report that your online account was deleted before this administrative confirmation, so the operational record may still contain the Player ID at that point.

After that confirmation, the raw Player ID is removed from the operational record. A minimal record containing the request reference, a hashed account marker, timestamps and cleanup status may remain to prevent delayed match submissions from recreating deleted game data. It is not a public player profile. Other players' ranking totals are not removed by your request. Provider security logs and backups are subject to separate retention, including the practices described in Unity's Lobby privacy information and Relay privacy information.

You can also request deletion of Head Slap data by email without uninstalling the game, including if you cannot access the in-app controls. We seek enough information to locate the relevant records and verify the request where needed. We explain completed steps, necessary retained records and any action requiring a provider's own process. Uninstalling the app alone does not request backend deletion.

Advertising, Ad Quality, privacy-message, Diagnostics and IAP technical records use separate provider processes and are not automatically erased by deleting the online account. Ad-provider records follow the providers' retention and rights processes; we do not state a single deletion deadline for them. Contact us to request access or deletion of those records. A game Player ID may not identify an ad-provider record. We explain what information is needed and which provider request process applies. Diagnostics requests can require the installation ID, which is different from the online Player ID; we explain what information is needed and submit the relevant publisher request to Unity. IAP technical-data requests may require manual handling through Unity support. Unity's privacy policy and Google's privacy policy explain their own rights and contact routes.

Your choices and rights

You can change the game's local sound, haptics and character preferences, choose a nickname that does not identify you, and leave or cancel online matchmaking. You can decline the initial ad setup, review available ad privacy choices through PRIVACY OPTIONS, and use device advertising/tracking settings. Turning off a connection or changing a privacy choice does not erase data already held by a service.

Depending on where you live, you may have rights to access, correct, delete or receive a copy of personal data, restrict or object to processing, or withdraw consent where processing relies on it. Contact rovideotuts@gmail.com. We may need information to locate records or verify a request; we will not ask for your account password. You may also contact your data-protection authority. In Romania, this is the National Supervisory Authority for Personal Data Processing.

Children and policy changes

Head Slap is intended for a general audience and is not primarily directed to children under 13. The advertising gate keeps the game's ad flow off for a self-reported age under 16 or an undisclosed age. A store content rating is separate from privacy requirements, and anonymous online initialization is not gated by an age-verification check. If you are a parent or guardian with a concern about a child's information, contact us so the situation can be reviewed.

We may update this policy when the game, its providers or data practices change. The date above identifies this version. Material changes will be communicated where required.