pennaneac - we receive a large volume of emails and there are currently several .capx files in our email inbox. I'm not sure I got the right one, you should refer to the forum thread when emailing us, but I found an email talking about DX/OpenGL and it had 23 layers.
It runs at 60 FPS on both my laptop and Nexus 5 phone with Chrome for Android, despite the fact there's a tonne of overdraw across the 23 layers.
You use lots of very large textures, including one that is 2560px wide. This is over the 2048 texture size limit for many GPUs and will either seriously degrade performance or simply cause your game not to run. (The Nexus 5 does complain about this, but the game still ran with just that image missing.) Be sure to read Remember not to waste your memory
You turned off WebGL, which usually halves performance.
Some objects have sizes in the tens of thousands of pixels; one is 44,444x242, another is 55,000x169, one is even over 100,000 pixels wide. This is generally not a great idea since some GPUs may struggle with such extraordinary size quads. It looks like you're doing this to allow the impression of scrolling past. This is the wrong way to do it: make it only double width, and reposition it back to the right every time it travels its own width to the left. (The infinite runner example's background shows how to do this.)
In short, it seems to run just fine, even with some dubious design decisions that will surely push the limitations of the hardware.