Yeah, wow... Rolando changed prices several times, so it's hard to extrapolate what ngmoco made off it, even if they had sold all the copies at the current US figure of $4.99, their pre-tax take would be about $2.5M USD. Considering it previously sold for substantially more, their take is probably something like... $3-4M (just a guess).
I don't know exactly what this game cost ngmoco to make, but I have a hard time imagining the business case on it wasn't good. This certainly was not a game like a Final Fantasy installment that has a $20M budget.
In this case, Rolando launched at $9.99 and sold quite briskly, with sales sustained by the price drops. Rolando has modest length but excellent quality. Whether the next step up is a game that's 75% longer and costs $15 or a game that's 150% longer and costs $20, I'm not sure, but I'm less than convinced that the App Store has proven that only very brief and poorly conceived games can sell.