Even in my little niche, there are dozens of hiking apps and just a few make all the money.
I also think the word "hit" is misleading. The people making the money are often the people who released an unsuccessful app, then kept trying, and eventually it was a hit. The people who don't make any money mostly give up before they succeed.
It took me years to make a profitable software company, and I think people expecting to get rich off their first iPhone game just have silly expectations.
Writing apps is appealing because it's so much easier than bootstrapping a software business from scratch outside the store but I'm not convinced it's a good bet for the average developer.
Has anyone tried the minecraft approach on the app store?
Most people are barely recouping their investment in hardware and the iOS developer fee. It's like one of those mail-in schemes in the back of old comic books.
In other words, iOS seems to be a very bad choice for someone who wants to make money, when you could do a, say, SAAS web app, or a traditional app. Sure, you probably won't START making the same money as a traditional job with those, but the cap is much higher.
I consider this wildly successful - I get to work on my games (which I would have done for free anyway) and earn enough to pay the bills.
The medium lifetime revenue is right beside the 90th percentile, which means those top 10% earn the vast majority of the revenue