- For testing, I use several devices with different processing power. (But if you're just starting out, your personal devices will suffice.)
- To optimize events, I use groups and an auto-optimizer. It acts like a supervisor, checking which enemies are currently on the level and activating a group with their behavior; once enemies of that type are no longer present, it deactivates that group. This allows for hundreds of different enemies in the game.
- You need to understand how Construct 3 works with memory; there’s a good article on this somewhere.
- You need to understand which events consume the most resources so you can enable them only when necessary. To do this, you can even put them in a test group, and then the group’s load will be visible in the debugger.
- When developing a mobile game, it’s best to keep the debugger showing no more than 20% load; then there won’t be any issues.
BUT ALL OF THIS IS POINTLESS if there are no players, so do as you please—and if players complain, you can always fix it.