A lot of ink and sweat has been poured due to this topic. I remember reading Jeff Vogel's takes on it, and very recently I bookmarked the SteamSpy guy's take on the Indiepocalypse or whatever it's being called.
The situation seems quite paradoxical, more and more money spent on entertainment, yet the suppliers are crying about low or negative margins and desperately want to raise prices, yet can't as they'll become uncompetitive.
I think others have put the finger right on in the market drivers of this - low cost of entry into game development, lack of business and marketing savvy, and misunderstanding the audiences.
Notice the first sentence on the article.
"You see, we have a problem in the mobile gaming sector, thanks to you. You would rather buy a pumpkin spice latte a few times a week and enjoy it for a few minutes than buy a game that you can play as long as you would like. In order for creative games to be made, there needs to be a major culture shift. We need to be willing to spend a few dollars on a quality app, rather than for a few extra lives or other in-game purchases."
See all the times he says You? Anyone reading Polygon is not very likely to be in their market audience anyway - that being the more casual mobile markets (iOS strategy niche excepted). Hence the You being addressed is already a huge misunderstanding and indication of the root cause problem. I think another part of this is conflating the US market, where high cost smartphones are much more common, or iOS is relatively as common as Android, with the rest of the world - where things are different.
Sure there are gamers on mobile everyone around the world, but another of the reasons for the low prices is that the proportion of gamers on mobile that buy a pumpkin spice latte a few times a week outside of the US (and a handful of other countries) is basically non existent I think... talk about being out of synch...
Bottom line, these guys live in a reality where their purchasing power (to buy spice pumpkin lattes - what an illustrative example that choice of example is all in itself) and therefore their production / labor costs are huge. They will be, are being, submerged by a tsunami of lower cost competitors, which might be lower quality now, but are due to improve with time.
Tough luck. The niche of hardcore gamers would be ready to embrace them, if the products would be adequate - but I suspect they want nothing to do culturally with that market demographic. Might be me being cynical, but that's certainly a factor with a lot of the more artistically inclined Indies which turn their nose up at more gamer oriented preferences.