Hmm, Silverforce, your game is not compatible with my HTC Sensation XE. Maybe it's my processor or resolution. I don't know, but it doesn't bode well I suppose.
Its 720p minimum, and needs devices with 1GB ram.
Its because of my design, its literally the worse way to do a mobile game via CocoonJS, because its major flaw is loading all assets on startup and not layout as needed. So its around 440mb total art/music/sound assets. I have a lot of big sprite enemies with heaps of animation frames.
As long as you avoid these designs (big art and lots of it), C2 -> CocoonJS to Android and iOS is fine.
Edit: This problem with CocoonJS really pisses me off (pardon the french), since my app is newly released and I already have people giving me 1 star rating due to "game not loading" issues, when their devices have 512 or 768mb ram, clearly in my description I said minimum 1GB ram required... it does not bode well when you have a new app and getting 1 stars.. <img src="smileys/smiley19.gif" border="0" align="middle" /> Sad panda is sad. <img src="smileys/smiley19.gif" border="0" align="middle" />
ps. When I started this game, the issue is known but Ludei and Scirra were apparently in contact working on a layout-by-layout loading of assets to minimize memory use. So i kept going with the high art design hoping they would fix it by then.. that was 7 months ago. So if you are reading this and would like to support a fellow C2 indie dev out, please test try my game on Android with devices with 1gb ram and a decent CPU (Tegra 3/Samsung S3 onwards) and give me some ratings to counter the 1 stars.. <img src="smileys/smiley19.gif" border="0" align="middle" />