helena I have no IOS thingies so I can't test on those, but I think I have spotted some issues on the game that might at least partially explain the slowness of the game.
I don't want to sound too harash, but I try to go directly to the point and explain on simple terms what to change. I do hope that other forum users check my findings.
Firstly: Avoiding unnecessary collision checks that tax the CPU
- Block and FuelBlock type sprites have Solid behavior. It causes a lot extra collision checks (about 1/3 of the collisions at the first level according debug console!)
- Lots of other sprites (including all Fuel-tube parts, black walls and TouchCenter) have collisions enabled without any use.
Events 24+25 are IMHO a bit funky
24) Ball is overlapping with Paddle
-> Ball on collision with Paddle
25) Ball is not overlapping with LevelPositionSprite
-> System: Ball.X > Paddle.X + 30
(also disable collisions of LevelPositionSprite)
Many large fully transparent sprites are drawn, perhaps better set them Invisible? (LevelPositionSprite, Touchcenter, touchRight, TouchLeft)