Quote: "Getting into the mobile markets with a videogame is just prohibitively expensive now. You can certainly create a game for iOS/Android with little more than $150, but due to the ridiculous amounts of money that go into marketing from the bigger companies, the likleyhood of success is very small. There are still niche markets to be serviced, but getting noise costs money, and those with the most money are making all the noise.
Ridiculous Fishing is a notable exception, although I am not sure of it's financial success. It did start as a flash, however. Vlambeer do a fantastic job of validating their ideas through playtesting.
If AppGameKit had that web build option, you could throw your idea up on the forum here, or other places like Kongregate, Newgrounds, etc, and find out if your game resonates with people like you want it to."
Apparently Blackberry Appworld doesn't have many apps on it and it's fairly easy to
get lots of installs
On Google Play, Neon Bunneiz has just reached the 100 installs mark after around 1 and a half weeks, this is with me doing lots of posting on forums, trading reviews with other developers, advertising in my other apps, my sig, etc.
But, while Dodge those Balls was on iOS (it was removed because it didn't work on iPod touch devices), it got over 3000 installs in the first 3 days, it totaled out at 6000 before it was removed after a few weeks, this was with a huge number of bad reviews from angry iPod owners


. It still has around 100 people play it each day though.
And, Dodge those Balls will be
back on iOS soon!

The
NEW, awesomest app on Google Play