Those games were made during what was probably the darkest time of my entire career. We'd jumped into iOS dev thinking it would be ideal for us - small projects we could put out relatively quickly, potentially a vast audience, a fun challenge making touch controls that actually didn't suck.
Every time we did our best to produce something fun and playable. Every time we got excellent reviews from the sites which reviewed such things.
And every time we made about 50p from each one.
We kept trying. We thought maybe we could increase the price slightly, from the default 69p or whatever it was, but when we tried to ask for a couple of quid people said it was "too expensive". It felt like small game dev had been utterly devalued.
By the time we'd done this nine times my spirit was pretty much broken. And iOS was mutating even further, as the devaluation of paid game dev led to the mutant emergence of all the recurring paypoint trickery that is now so prevalent on mobile.