1gb isn't too bad, one way to reassure yourself is steam stats, which says most people have 16gb of ram, really small amount of folks with less than 2gb or 4gb.
https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
Judging from your game, you have lots of images for customisation. If all the images, let's say the cats fur, is all in 1 sprite, then there's not much you can do to lower RAM usage, as once 1 sprite is loaded, it loads all of its animations into memory.
But if each customisable sprite is a separate sprite, then you can use the System > Memory actions to unload sprite images when not in use.
Thanks for the reply Jase,
I use all the "skins" in the same sprite, in this case when changing the "skin" it changes the animation that is running, a question, since they would be static images, I kept the speed 5 in each one, would that make any difference? I didn't find any way to make it work without being animation, because as I said it would be one image per animation.