Setting the correct price for the maximum yield from any App Store is a bit of a black art, and what will work best in the Windows Store isn't necessarily the same as Google Play or the iTunes App Store. You also have the PR angle to think about when the different price points are visible to the consumers.
Certainly the first rush of reviews in the Windows Store were vocal about the price difference. I wonder just how much pressure that placed on Zeptolabs to bring the price into line across the mobile platforms? The question now is what happens to the customers who paid the higher price, and if they will get a credit or refund from Microsoft?
A lot of developers are going to be looking at this with a careful eye. The lower volumes of Windows Phone buying applications means the addressable market is smaller, so in terms of return on investment it's natural to consider a small premium on the price of a Windows Phone app. If that's the case the apps for Microsoft's mobile platfrom are going to need to bundle in more extras, be it levels, graphics, or additional gameplay to keep users on-side with higher prices.
The trial is still free (as always) and you can pick up the full version from the Windows Store.