I know more than you, that's for sure.
Anyways, Ouya will be a niche product at best, so don't expect any game on it to sell that well.
What you don't understand is the difference between a download economy and a publication economy. If they have a game that only needs the controls modified and nothing else all they need to do is pay a group of people for 2 weeks to make modifications. At which point they put it on the service and it costs them nothing in money to sell. Even on Ouya as niche as it is. Theres a considerable amount of userbase to make the money back and make a profit.
Selling in high numbers isn't that necessry. Thats a bonus. Lets do some math. lets say they put 8 people on a team. Each get paid about 2000 dollars for 2 weeks of their time. (This is probably more than what they would actually get paid). If they sell 2000 copies for 8 bucks then they have broke even. If they sell 20,000 copies for 8 bucks then they've profited 10x what they paid. so that $16,000 spending for $144,000 profit. Those ratios are possible even if Ouya is a niche system.
from a business sustainability standpoint you could take 30% of that and have $43,200 which would allow 2.7 more projects of equal scale. if you were to take the remaining 60% and apply it as a bonus to the 8 employees they would make $10,800 each. That is for 2 weeks work. At that rate you could do 26 port projects. 26 projects = $332,000 a year per employee. for the company itself before paying employees it would be $3,744,000. or....$741,312 after paying the employees and the government. which is enough for 46 more projects of equal scale.
Even better is my math is fudged. Theres still an unnacounted for 10% which could be divided equally among employees and the company