3 Important reasons:
1- Too many objects which contain JSON data, each JSON data may have a lot of properties such as X, Y, Size, Frames, Layer, Instance Variables, Behavior, etc. the system cannot handle a lot of data in memory to run with 60 fps.
2- Misuse of loop and effects, sometimes they cause setting values in chaos way may affect CPU and GPU usage that leads the slowdown due to proccesing capabilities.
3- Resolution and Fill-rate, as GPU is often limited by fill-rate, even every pixel can be seen as a cost. When framebuffer is filled with pixels to be drawn, you might see that the game runs faster at lower resolutions. However, screen resolutions typically tend to go hand-in-hand with the capabilities offered by GPU. Typically, one of the common source of performance problems is coming from too intensive pixel writing.