"Pull down the barriers! Share music with all your friends!" As long as they have an iPhone. Just about everyone I know has an Android-based phone, when they have a smartphone at all. Oops.
Hi Tim. Everyone I know has an iPhone...but, yeah, it's on our roadmap. We are a bootstrapped startup so had to pick a platform to enter with, and like scores of others, for obvious reasons, chose iOS. Please don't kill us! FWIW, all services and platforms are on our roadmap, and you can still use Rexly on your laptop/desktop with similar functionality.
I would say that ends the "obvious" reasons, in my opinion, though. At last count, Google was signing up 550,000 new phones per DAY, and I'm pretty sure the installed base for Android devices is now larger than that of iOS devices.
And frankly, Android is a better platform hands down for releasing a new product that's at all experimental. Have a bug? Release a new version. NOW. A new feature to try out? Release it. And then release another build to fix that new feature.
It takes at most an hour for a new build to go live on the Market, and all of that is propagation delay. Updates on iOS take a week to go live, and that's if Apple likes you. And you haven't accidentally used pinch zoom in a way that they consider to be proprietary.
People I know who have released on iOS and Android tell me they often are 4-5 builds ahead on Android, and that they hate their iOS version because it has so many bugs that Apple hasn't approved the fixes for yet. I'm frankly surprised that a start-up would release first on iOS, given the standard "release early and often" philosophy around here.
Whatever. Good luck. If I see an announcement for the Android version, I may give it a try. I'm a bootstrapped indie developer myself, so I can sympathize with your position. But my game has been polished under the Android fan base as a first release, and only in the next month will get a full release on iOS.