It's like that Mac game market a few years ago... where people would actually make decent money making Mac games, just because the limited market are actually crying out for games.
Let's be completely honest here, the Android market is completely saturated, the Apple market is completely saturated, the PC market is completely saturated - we will and do, find it very difficult to compete in these markets. It's not even a financial thing, even giving games away for free can be difficult.
There is nothing better than a hungry market, and the VR market is HUNGEEERRREEEEEEE - if there are only 100,000 VR gamers out there, and 100,000,000 standard gamers, then I'd rather make stuff for the gamers that will pay attention. Out of those 100 million gamers, I'd be lucky if a fraction of a percent download my game for free, but out of the 100,000 VR gamers, hungry for new games, well even 1% would be better than nothing. In real terms, I put a free game on Google Play and Amazon, probably got less than 30 downloads in a year, pretty bloody horrible for a free game... at that point, with what... over a billion Android devices, my uptake is about 0.000003% - IMO there is no point in pandering to a market that doesn't want to pay and already has every game it could ever need. I had more recognition doing 2 ZX Spectrum demake games than anything I've released on iOS or Android.
I have one almost complete AppGameKit project that I think has reasonable potential, but right now there is no point in releasing it. I also have a new AppGameKit project that could turn out really cool... maybe by the time that's done, the market will have improved. But my main focus right now is on VR games in UE4. If AppGameKit was to have decent headset support, well it might just be a decent market for indies like us.
The code is dark and full of errors