As someone who's experiencing the drop in revenue firsthand, what are you thinking of doing to address that? Shift platforms to PC/Steam? Change the designs of future games to reflect current trends, etc.?
I was considering I might just make games using a simple cross-platform tool like Love2D, keep the designs of the games small but addictive, single player only, no levels but can be played endlessly to failure (i.e. Tetris or 2048), either make them free with a simple consumable or a dollar, and distribute them on PC, Mac, iOS, and Android.
I don't expect to make a ton of money for most of them but I hope I'll get lucky with one of them and it becomes a hit. I have about 3 past web games to port and update that could work.
Does this seem feasible? What would you do differently?
When I started that wasn't required. You just released your game and users are coming in for free. So I decided to do lots of small apps - but in the long run it would have been wiser to do apps that engage the users for a long time and constantly update with new content to keep those users engaged.
For myself I'm currently moving to bigger projects and also release for consoles and PC/Steam. But it's very risky for a small developer - because if you develop serveral months or years and the game flops you're basically out of business.
Adding features or levels is different, and I could do some of that, but I think I just want to make a games that are addictive to play and give you the "oh, I can get a little farther this time!" feel, like again like 2048.
Oh well, if they're not successful then that's just too bad.