Well, this is disappointing... I changed every text to either an image or sprite fonts, and all the "every tick" to a setter. I made a ton of "performance efficiency" upgrades on my program... and the amazing result; about 3% increase in performance xD
Hopefully slower devices will make it more noticeable.
The game sure looks prettier now, after with the graphics overhaul
That 3% of your CPU, if its an Intel i5 or i7, is MASSIVE when it comes to mobiles.
I tell you from my own experience, having my games using an average 20% of my i5-3570K will lag older devices with Tegra 3, but if its using 15% of my i5, Tegra 3 devices will hold a 40-50 fps on it, perfectly playable. It's ONLY 5%, but 5% of my i5 is like 25-30% of the total processing power of that quad core Tegra 3.
Optimizations matter when we're dealing with a power constrained platform. Even IF your game is running at 60 fps on newer devices which you target for, optimizing it means the device would run it more efficient and thus generate less heat or consume less battery, something users on mobiles appreciate.
Contrary to Ashley, for mobile development, with HTML5 already losing 50-60% of performance compared to native code, my mantra is to optimize it as much as possible.