Like if you want to release a game on iOS you're going to need some sort of Ad framework and access its game center for achievements and leaderboards at the very least, and that's been tricky for me to get working. I know you need to write some hooks and saw some old code that I'm trying to use for reference, but it was still giving me enough issues I gave up on it for a the time being.
And I've released games in native iOS before (although it's been a while), so it's not like I've never used them.
As much as I'd like my game to spread as far and wide as Balatro, I understand that it won't, not anywhere close. It's just not going to have the polish that Balatro has (I don't have the time or energy, I'm in my 40s with a spouse and a day job).
But hopefully it will be fun to play (it is a more fully-featured remake of an old free web game I made many, many years ago that was played millions of times).
And games that aren't already super high quality mostly don't sell on iOS anymore, at least not before people download it for free and try them. You pretty much have to make the base game free so people will download it and then provide an unlock later.
I'm not trying to be obnoxious about ads. I'm wanting to use the Zach Gage model (Knotwords, Flipflop Solitaire, Good Sudoku, SpellTower). Some minimal ads in between matches (the matches last 5-10 minutes by themselves) and a few extras like themes or detailed stats behind a one-time unlock of a few bucks. I hate the standard model of throwing ads in your face every 30 seconds and wouldn't do that for my game.
Also another native feature that Love2D doesn't support is the iOS Haptics library. Love2D only allows for a half second vibrate at full power and it's way too much. Balatro uses the iOS native haptics library as well (it's obvious, they're very light and quick vibrations). These haptics are super common in iOS games nowadays so it will seem weird if it doesn't support them properly.
Some rough numbers from my recollection: I released Card Crusade (deck building mobile game) for $4 back in 2019 and i think in the first year we got about 2k-3k downloads total. When we made it free in early 2020 we got 25k downloads in the first _week_. The revenue was less for us as a free app, but that’s with no ads and IMO we designed the IAPs pretty poorly.
But, a while after making it free, we accrued enough positive reviews that the iOS App Store started recommending the game to more people, so we have a steady 200+ downloads per week, despite not having updated the game since 2020!
I released another premium mobile game, Barnard’s Star, back in 2022 (and am still slowly updating it). Coincidentally, both apps make roughly the same amount of money (about $500 every 6 months), but Barnard’s Star makes that money from a fraction of the downloads… but the word of mouth effect (and game community) seems like it would be a lot stronger with f2p. So I’m planning on making Barnard’s Star free eventually (with hopefully better designed IAPs this time!).
One place where the “just a game and a price tag” model still works well is Steam. If i were trying to make a living off making games, I think I’d focus on releasing stuff there.
I have managed to expose some native apis from iOS, web, Windows and Steam but that is far less straightforward and the LLM is sure it knows what to do and it does NOT. Web searches are not great either.