1) They rely on the AppStore to do their marketing for them because you could get away with that in the early days (or if you make the front-page consistently). With 1million apps, that's not going to work. Turns out, you have to do the traditional thing and go and pound the pavement, and market your games yourself.
2) The price-points are crap. Selling software for $1 is crap-business, and not every game is compatible with the freemium or subscription model. You really need the price-point in the $20-40 range to be sustainable. You sell 1million games, and you get $700k?! Moving that many units is a massive success and yet all it does it maybe cover your development costs and rent.
3) There's a lot of shovel-ware out there, and it's just too hard to punch through all that noise.
1) They rely on the AppStore to do their marketing for them because you could get away with that in the early days (or if you make the front-page consistently). With 1million apps, that's not going to work. Turns out, you have to do the traditional thing and go and pound the pavement, and market your games yourself.
2) The price-points are crap. Selling software for $1 is crap-business, and not every game is compatible with the freemium or subscription model. You really need the price-point in the $20-40 range to be sustainable. You sell 1million games, and you get $700k?! Moving that many units is a massive success and yet all it does it maybe cover your development costs and rent.
3) There's a lot of shovel-ware out there, and it's just too hard to punch through all that noise.