Like most, I'm not making very much from my apps; if I update all 3 of my apps (plus a lite version), I'll do $60-$80 in revenue for the week, and another $7 or so from ads. That said, as someone who's probably looked at a large portion of the games on the app store, I have to admit that sales justice does exist to some degree. While there are certainly things hitting the top list or being featured which aren't as good as other things, truly great and innovative games do float to the top and more importantly stay there.
I think to be successful (in the long run), apps have to hit on a number of different levels at once or be first to market with some new or catchy idea. It's not enough to produce a fun game, you have to produce a fun game which also hits at least most of the following:
- The play experience is obvious from the screen shot
- Looks great
- Has a good icon
- Is replayable
- Offers something new, unique, or of better quality than whats out there
- Is worth talking about with friends (or playing with them)
For instance, one of my favorite games on the iPhone is Drop7. I'm sure it's sold a decent number of copies, but it's never made it to any of the top lists. Everyone I know who plays it loves it and holds it in very high regards. However, it's one major issue is that it's hard to understand what you do in the game simply by looking at a screenshot or even watching someone play it. I think that's really hurt it's sales and lumped it in with the match-3 crowd despite it being one of the best puzzle games I've ever played.
Generally, when I see a quality game not selling well, you can find a reason why. Sure, it's great to get featured by apple, and that will definitely boost your sales temporarily, but the ones that stick around on these lists are generally a cut above the rest in the factors listed above.
Hey, I'd love to get rich making indie games in my spare time; but I think that's a bad reason to do it and highly unlikely. In fact, I find I'm more creative and happy coding when I'm not worried about making money off the app. My next two apps are going to be free, and I'll make a pro version or something if they do well. I find things much more rewarding when you don't have high expectations of things, and generally speaking the low-expectation projects I've worked on have always been more fun and successful in the long run. We expected Guitar Hero to sell around 100,000 copies when we launched it and look what happened with that.