entire3d
the main problem you're likely to run into is the need to use large images (and many of them) which in many cases might fill the entire page and take up a lot of memory (not such a problem for a PC game, but thinks can get tricky when it comes to mobile).
With optimisation or creative thinking however, it can still be done. One link worth checking out, which I've included here, is the game 'No-One Has To Die' simply because that shows how to tell a good story with puzzle elements and not over use the visuals
No One Has To Die:
http://www.scirra.com/forum/topic66054.html
Another useful links is the Performance Tips from Ashley/Tom.
Performance Tips:
https://www.scirra.com/manual/134/performance-tips
Also, if you can turn large images into tiles rather than one gigantic sprite this can save memory, as can turning the export option for the artwork to 'PNG-8' rather than 'PNG-32', which can be done from the Edit Animations screen within Construct 2.
Test on your Android device as you go using the preview on mobile option, and set up a text box to display how many frames per second you're getting (if you get 30 or above, then that's perfectly fine. If not, optimise more) Also keep an eye on the memory display at the bottom of the screen (I think I read somewhere that games for mobile should aim to be at the very least under 64mbs memory size).
Anyway, best of luck with the book. I look forward to seeing how it develops over the coming months. Fortunately you're in good company as there's a lot of really helpful people here (and whenever I've got stuck, I've always managed to find an answer by doing a quick search in the Forum or Tutorials section).