Good compression is a skill that should be taught imo.

Spent 2 whole days figuring out the best way to compress assets...Unity's sprite atlas does a good enough job of packing sprites but you still have to configure it down to the smallest details to get the best benefits...

Ended up going with HQ / LQ approach... for character art and certain CGs I think it makes sense to keep it at the highest quality. For backgrounds and effects going with LQ.

This is mobile specific, Steam version will have to be uncompressed.

I'm just glad I have some room left for the rest of the game, before I hit the Google's size limit for 150mb download size. I don't want to have that "additional downloads" flow.