Yeah, testing gets a lot of more work once you port to Android. On iOS once your app runs on the lets say iPhone 3G your app will most likely run on all other iOS products. Not so for Android, we had crashes on single devices, not working features on other devices, etc.
For Stick Stunt Biker we test each release on:
- iPod, iPhone 2G, iPhone 3G, iPhone 3GS, iPhone4, iPhone 4S, iPad and iPad2
- Samsung Galaxy
- Samsung Galaxy II (we had a lot of graphical glitches there, e.g. you have to disable depth buffer, etc.)
- Samsung Galaxy Tab (we accelerometer troubles there)
- Nexus S
- Nexus One (rather slow)
There are more really annoying differences like texture formats, you can use PVRCT on a few devices only, you need other texture formats for other devices, etc.
On Landscape devices the accelerometer is assembled in landscape too, meaning you have to rotate the axis yourself
Etc.
The only really thing we like about developing for android is the compile-download-test time. It just takes 2 seconds from pressing compile until the app runs on the device. This is something Apple could really work on for iOS devices.
Regarding the different markets, good point. We just released on the android market until now. Will check out all this other markets...