I had an idea on this the other day. I don't know whether or not it would actually work, but maybe...
For apps in the Play Store, if you have it already installed and there's an updated version available, the Play Store will provide you with a much smaller APK file that just patches in the changes between your installed version and the new version.
I wonder if you could make 2 APKs - one having all of the executable code and then as much of the graphical resources as will fit in under the 2GB threshold, and then a second "update" APK with the rest of the graphics resources? In this setup, the first APK wouldn't actually provide you with a working game, you'd have to install #1, then #2, but maybe that's a way to get around the issue with being unable to install APKs larger than 2GB?
Making it under 2 GB is impossible.
At least, not without completely destroying the art.
(Keep in mind, it's already compressed down from around 25GB)
We have some ideas regarding our APK, but we don't have the resources or knowledge to execute them, now.
I'm still searching for someone to join our team and help us out, monthly, but... my financial ability to pay another team-member is very, very limited.
Just remembered: in S' room, at level 8, clicking on Mr. Bun doesn't seem to be working properly. I just get a brief fade to black and then back to the overhead view. Haven't installed 0.8.7 yet but it definitely happened in 0.8.6, and I think it's been that way ever since reaching level 8.
Level 8's room item interactions have not been implemented, yet.
Everything should work properly once we do. (0.8.9)
I don't know if you're already using this method or not, but there is a different way to compress images that can further reduce their file size without noticably impacting the visual quality. You can reduce the number of unique colors used in the image, using a pallette optimizer. It'll analyze the image to figure out where subtle color variations are important to preserve, and where they are not. For example, using your example image here, the painted wall, other than the pixels adjacent to M, the bed, the plant, and the baseboard, could be reduced to a single color without any apparent loss of quality to the image. This is a compression method that's commonly applied to images used on websites to reduce their size, in order to speed up page loading times. It does require the use of a separate utility to operate on the image files after they've been created with your original program, because it's not part of the JPEG compression algorithms, but if this isn't something you're already doing, it might be worth looking into, to see if it can produce a significant reduction in file size while still maintaining the level of quality desired.
As mentioned above, we already compressed our Android build by around 90%.
We pretty much tried anything and compressing it even further down will either cause the images to be blurry, or pixelated.
And, I refuse to do that to something that I pour so much time and passion in, daily.
And, we as a team... refuse to accept anyone else doing that as well to our work.
You can only compress something so far.
PS.
You know that you can edit your previous posts, right? ^^
(Just saying that because moderators usually don't like it when people double/triple post
)