Skado is right - the success curve leans heavily towards the $1 market on XBL. It's not ideal, but it makes sense:
1. People often use their scraps on the indie games, so it's likely that most people might have an awkward 80MP sitting around and would prefer a game over a new hat for their avatar.
2. People browsing that section seem to be looking for a spontaneous burst of fun - something they can have really cheap and play through in 1-2 sittings.
It's our first game, so making a killing isn't atop the goal list. It not guaranteed suicide per say (a couple $1 games have made 6 figures, lots more $10k+), but it's a steep hill to climb.
One of the remaining things we have to do is apply a background filter that breaks up some of that blockish feel that you mentioned Inane. But in many ways that blockish feel was intentional based on the level editor we're employing, the desire for precision platforming, and because I like it.