If you're releasing a paid for Android/iOS, you need a mobile license per game.
Wow, that seems crazy. Any other engine, I can buy the Android module or license and use it to export multiple Android games. Why do you make people buy a new license for every new game they want to release on Android? Just a way to make money or is there another reason?
For example, I could easily buy Adventure Creator for Unity and use it to make as many games as I want and only need to buy the plug-in once. I like the beta but I'm questioning how costly it will be for me everytime I want to release something. But if you buy the Pro version for 500, you don't have any limitations? That's better, but I'm not very rich.

Pro version is per title. Just no limitations in what you can do. Personally I think if the engine gets released on Steam in the future that licenses will have to be rethinked in terms of export modules (dlc) instead of current method.
By the way, have you actually checked out Unity licenses recently? I just did. Subscription starting from $75 per month (plus version) up to $125 per month (pro). Yes there is a free version, but it includes branding & if you surpass $100k in sales then I believe you need to upgrade to at least plus license & if you surpass $200k then you need pro license. That's potentially over $1000+ per year, whereas we are talking about x amount when you are ready to release your game for android &/or iOS platforms. It's unlikely you are going to be releasing loads of games in a year unless you are a massive studio with a lot of team members/staff or make really short 1-3 room games.
https://store.unity.com/Now let's look at UDK (unreal engine 4)...
Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter.
It's free, but after you make $3000 in sales you have to pay them 5% of your total sale profit every quarterly (3 months). Let's say you made $50k in 3 months - unlikely with indie adventure game unless it's something phenomenal - which means you will be giving them... $2500. Long story short, that will add up too.
Here you are paying if you want to release for mobile platforms, €125 one time & with that you can release your game on android, iOS, windows, mac & linux without any limitations in what revenue you make from it. If you make $1 million squid from it, we won't demand you upgrade to a professional license, though if that were the case it's not like you wouldn't be able to afford it.