I'll try that for the next version. Thanks a lot for your suggestion.
Happy to help. Here's further suggestions you can consider:
Change your WAV audio files to Ogg Vorbis compression. Important as they're consistently loaded. Inspector > AudioClip Import Settings > Enable “Override for Android > vorbis
Potentially go all the way and stream audio from disk if you want to save even more memory.
Try disabling mipmaps. They're probably just inflating texture memory usage. Do a quick test, but my bet would be disabling them would help a lot. Inspector > Texture Import Settings > uncheck 'Generate mip maps.'
Can also go into unity’s texture import settings > max Size to clamp each texture. Test how low you can push that before it becomes noticeably blurry on phone.
Get rid of huge sample backgrounds or reduce size (the whales and stuff).
I notice you're using RGBA, if your images don’t require transparency, the texture import settings can be set to “RGB” instead of “RGBA." Just watch out for ui elements that may need it.
Same suggestions apply if you want to change PC build too, except use PC-applicable compression like DXT/BC7 (prob BC7)
In the end if memory problems persist you may need to use more assetbundles/addressables though so you're only loading assets when you need them, especially as the game gets bigger. Addressables are generally easier to manage than raw Asset Bundles. Just mark each image as addressable, create a labeling system (e.g, “path2conversation5”), and load/unload accordingly.
For now though using compression/ clamping texture size/ disabling mipmap will be enough (hopefully!).
I'm no Unity master, but I hope this was helpful
GL.