Last week, RapidFire Studios posted about changing mobile game platforms and moving to a new title. It's a short article that gives you insight into their view point and goes through a pretty detailed comparison between Moai and Unity. Here's an excerpt:

When you’re running a business, you want to pay for things that actually matter. Moai is great in that regard. The engine itself is free. What you pay for (if you choose to) is their cloud offering, which allows you to build networked games, send push notifications, etc with a freemium, scale-as-you-go model. It’s free to get started and the fees increase only as usage increases. And the prices are very competitive.

But what’s really attractive about Moai is its mentality of what’s important in game development. Games today need to be connected — connected to serve ads, run analytics and performance monitoring, connected for IAP, to connect players and add social elements. Moai seems to start from this point and move outwards, not tack on these features after the fact. Unity, in contrast, doesn’t include these features in its core offering. Most of the functionality mentioned has to be purchased from a 3rd party and integrated separately.

Moai also keeps the engine as simple as possible. This allows developers to squeeze as much performance out of it as possible. Mobile games today don’t need eye catching graphics as much as they need to be defensive about running on a wide range of hardware. We saw this again and again developing with Unity. Even though we were following the standard rules of mobile development (low number of draw calls, low number of verts, low memory usage, simple shaders, etc) performance was constantly an issue.

Full article 

Thanks to RapidFire for such a thoughtful write-up and explanation. The Moai Team can't wait to see their new title.