Here's a really good read on how a paid iOS app can be very successful in terms of revenue while NOT being in the Top 10 Paid App Charts. http://www.insidemobileapps.com/2012/06/22/paid-app-earns-1-million/ Stay positive that you don't necessarily have to go full freemium if you have the right design and monetization strategy with your paid app. DP
Interesting article in that their's a constant struggle between setting the initial price of FREE and then doing something or PAID small amount to do something. I think for a lot of developers, when setting our prices to the lowest tier we all think that it should fly off the App Store because it's so cheap. But, that's not always the case as the people who will spend money on games only have so much to spend .... and you're also competing against the free games as well. Why pay even a little amount when you can get game for nothing. I've always thought that as FREE games help power the app store and boost device sales that Apple should give developers say 1c on every legitimate free download and then you get what you get from setting it at the higher paid price. This would give something back to the developer who is also building up brand recognition as well.