| iPad port of a 5 year old game of mine (which previously already paid for itself about 9 times over in its PC and Mac versions) was released a few months ago. Didn't expect much but amazingly it pulls in consistently $70-$110 a day (about $2,500 a month) for a few months now (not counting the initial release spike). Game is free to download with 1 In-App-Purchase that unlocks the full game. Thinking of doing an iPhone version soon which will be a bit more involved than a straight port due to the small screen size and different screen aspect ratio, but I'm currently convinced it will be worth it since the genre actually usually does better on iphone than ipad. Just wanted to add this to counter all the doom & gloom posts about iOS games not doing well. If you have a great and unique product for a good target market with good retention and monetization, then you can still do very well without too much marketing. (I actually run ads with about $4 daily budget. Not sure if it actually helps, but I think it does.) |