To me this makes the case for using a cross platform framework for mobile games, such as Gideros, Moai etc. If you can achieve 2x revenue with 1.2x effort it definitely seems worthwhile.
I'm using MOAI and it just plain rocks. There is no greater joy, after 3 years of platform-specific development, than having a single codebase to deploy on both iOS and Android platforms. It just makes sense.
I'm investigating Moai now. Do you have conditional code or different resources optimized for iOS and Android? Or can you build packages for both platforms with a one push of the button?
There is very little conditional code in the Lua sources, we do set a different theme as needed for Retina though, and yes .. at this point, we're building the MOAI host and integrating sources essentially at the push of a button - our buildserver checks out the Lua project, bundles it into .apk / .ipa files, and off it goes. It really is genius.
We've had to extend the host a bit, too. Its not too hard to do that, and in fact the point is that if you've implemented a certain feature natively, already, for either Android or iOS targets, then you can easily do the same for the MOAI host and then expose it to the Lua VM layer for ease of development within the Lua-side of the MOAI framework. I think this is a really nice, comfortable way to solve the platform issues - at least, for certain classes of application. It remains to be seen, yet, whether MOAI can do utility apps or is relegated to a game eco-system, but in fact there are interesting developments occurring in the realm of using MOAI for GUI-style development. This is really exciting.
Also the Element window gets stuck on my cursor when I try to scroll through it.
Really looks great though.