> Each animation contains 100-200 frames, and these are the same 105x131 images.
Just to clarify - the size is the same, but the images are different in each animation, right?
A quick test shows that 1000 frames with that resolution use about 80-85 MB in memory. So your game should probably run fine, even on mobile. But I would try to reduce the number of frames in animations, 200 frames feels like a lot.
Yes, the size is the same everywhere, but the images are different. These images are different cards. I can't reduce them because my game is quite content-rich. And I give them complete freedom. The maximum I can do is cut down and use 170-180 animation images instead of 200. But don't forget about updates. Since the entire game is based on my cards, they're a core element in the game, and I plan to expand them.
I specifically bought a test phone and am using my old one. My game runs on an Oppo A3, which uses about 100 MB of memory, and lags a bit, but overall works. And on a Meizu Pro 7, I get artifacts and a white screen with a sad smiley face in the upper left—basically, it crashes. Basically, 100 MB is already pretty critical. Although my card images alone weigh 80, not counting the UI and other objects.
Maybe there's another solution? I tried asking the neural network, and they told me to split all the animations into separate sprites. But that doesn't change the essence of the problem if all these sprites are on the screen. It's the same thing.