What we neglected to consider is that the iOS audience might be looking for a different kind of fast-fun entertainment, where punishment for failure, no matter how slight, is not an option, and no matter how badly you play the game you always feel you have a reasonable chance of success. To address this, an updated version included a more prominently featured “skip level” button, and allows an unlimited number of skips. Another option we jokingly considered is to ask players to pay to auto-complete levels by purchasing a Mighty Goo Ball.
and a lot of attention was given to which console provided the best distribution opportunities. Nintendo had the largest install base, XBLA had the largest number of registered users, and PSN had the strongest growth momentum
first month of sales on the iPad App Store, World of Goo sold 125k copies
World of Goo’s best 31 day period on WiiWare was 68k copies
Steam it was 97k copies (thanks to two promotions at discounted prices).
In the short term, we still think that if an independent developer can get their game on a console it’s a safer bet than playing the App Store lottery, but one might wonder whether, in the long run, it even matters who wins the PSN / WiiWare / XBLA race.