@fer5, the point that Thomas and I are making is more to the point that developers should first focus on making their games as good as they possibly can.
I’ve consulted numerous individuals on their games, many of whom have been worried about people stealing their codes or their assets. The brutal and honest truth was that, for most of them, no one would want to copy their games. In a lot of cases, no one would be interested in their source code even if it was given openly for free. The games just weren’t that good.
Then, on the flip side, many good mobile games are simple enough that you don’t even need to take a look under the hood to understand what is going on. In the case of games like Flappy Bird, Don’t Tap The White Tile, Jetpack Joyride, Angry Birds, Candy Crush Saga, etc., most experienced game developers are able to see how the games were programmed and/or how to replicate the various gameplay functions and systems in their preferred language/engine. In most cases, this is easier and a lot faster than trying to reverse engineer the app.
For many hobbyists or even starting companies, their (first) apps won’t earn much. If an app’s lifetime revenue is between 0$ and 500$, then should you even bother investing a couple of hours or tens of hours into protecting the assets?