There are a multitude of concepts that people miss when jumping into programming, especially with a streamlined engine like Construct 2!
Ashley and everyone else on this site really come together to help explain these concepts, but sometimes we don't realize we've missed something until it's too late.
In the case of our team, we missed the concept of image RAM and how it affects stability of your app. We designed our first app for the iPad only to realize 90% into the project, our game crashed nonstop. This was because our images took up over 300MB in RAM! It's a miracle it even ran at all.
So what we had to do then was audit and cut back where we could to get our app down to a reasonable size. We were able to cut it down to just under 100MB, but at the cost of image quality reductions, and the end stability still wasn't where we had wanted it.
What I aim to do with this blog post is set people on the right path from the get go with how image RAM works and to provide you the system I used to audit my image RAM. This should help you to get a good visual overview of which of your images are wasting the most RAM and where you can cut the fat.
You can plug in the image asset list from your exported project and the sheet will give you some nice color coded information that isn't too hard on the eyes.
Just click the banner above or, you can click this link too: http://pangolingames.com/how-to-audit-image-ram/
There is a RAM vs Storage overview before it gets to the utility itself, that should hopefully help explain how image download size and image size in RAM are not the same thing.
In any case, I hope you find it an enjoyable and enlightening read!