Sorry to hear that your products did not go big as you had hoped. The market is so competitive today. You have to create something that people want to play more than all of the other available immediate options (other games), and esp. in a saturated marketplace, this is very hard. Polish and a decent game isn't even enough anymore. Luck and timing are also harder to control factors.
Try to look at the positives. Whatever you have created is probably killer portfolio material. Did you learn things from the work, etc. If so, you are better off than before.
If you take anything from my post, consider my strong opinion that multiplatform is a bad decision for small-shop peeps like us. It makes sense for bigger companies who can handle the extra work who already have consumers ready to throw money at them for an established IP. People continually underestimate the extra work as well as the lower common denominator that is inherent when doing multiplatform work. Making a killer game for one platform is challenge enough.
At this point, you know that both Android and iOS basically have infinite customers for you to market/sell an app to. Mathematically, infinity is the same as infinity * 2, just like next-to-no sales is still the same if you multiply it by 2. IMO people should work to find success on one platform, and if they do, use some of the acquired income to port later.
Feel better, our society worships money today far top much, it's not an accurate indicator on the average of someone's potential/efforts at this point.