Mobile games, iOS in 2010, later on Android.
Spent it on expensive RE though, so no longer in chequeing account.
Spent it on expensive RE though, so no longer in chequeing account.
In 2010, people were hungry for iOS games, but the supply of quality games was limited. There were few people who were able to write good OpenGL ES2 apps. Now, there is the Unity engine and others.
For several years now, the market has been saturated. Years ago, I already saw a 1000 new games per week in Apple's iOS store. I suspect this number is larger now.
The one-man app-store hit days are over.
Also... Apple no longer gives you free visibility in "new releases." Worse... it makes you bid on the search results (!!!!)