As a counterpoint I grew up on no small amount of Jeff Minter games, lost more hours to Tempest 2000 on the godawful Jaguar than one should admit to in polite company, and have downloaded almost all of Llamasoft's iOS games due mostly to the fawning reviews in Toucharcade and played them for not all that long because -- frankly -- they are simply not very good. They aren't bad games but they certainly don't stand out among the hundreds of games I've tried for iOS.
The comparison he makes in this blog post between the income of (a) games he independently released on iOS and (b) a game Sony paid him to make for the PSVita but was shut down from release on other platforms because it too closely copied T2K is beyond disingenuous.
Thats not a very promising proposition to anyone considering making a game.
Yes
> with the studios that spend $millions on their apps.
No, there are plenty of studios that compete on quality without spending millions.
No, for example Crossy Road or Flappy Bird made some good money with a minimal team and minimal investment.
Not $millions like those studios, but also the creators didn't spend $millions in marketing and assets.
> Thats not a very promising proposition to anyone considering making a game.
Risks.
That's why most people find a job and not make games for the AppStore/Play Store in their room.
Could describe a lottery ticket win the same way.