1) Totally. Mobile marketing is (a) very reliant on charting via Apple/iTunes support at launch (b) having the available marketing budget to take risks on acquisition spread over 30, 60, 100, and even as long as 300 days. Not a lot of companies have those kind of resources.
After much discussion and analysis here, it really comes down to making a visually appealing game that is on-trend to get the attention of the editorial team who manage the iTunes store. That'll enable you to get a feature.
Compounded with that is that you have to have confidence that your game is going to retain and monetize well to take risks on early acquisition to keep you in the charts and recoup your marketing expenses back anywhere up to a year or more later.
2) The biggest open door is probably finding new and creative ways to work with platforms like Humble Bundle, OrlyGift, and other giveaway websites. They've been really important for us. That's more for PC/Steam though.
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