The solution isn’t to reduce the image size, it’s to reduce the load on the device. It’s entirely possible that you created a game that doesn’t run optimally on lower-spec devices. Take a look at the listing for Sproggiwood:
*** Designed for newer devices. Requires minimum 1GB of RAM. See list of tested devices at the bottom. ***
There are other developers that are aware that they are creating heavy-duty games, and inform the public accordingly.
It doesn’t sound like you want to go this route; you would rather make the game playable on all devices. Ths is done by optimizing the game logic itself. Substitute timers for Runtime listeners that don’t need to update every frame. Don’t load every single character for a level, if you already know that a character has chosen a Gladiator as their “savior” (sorry if that isn’t the right terminology, I’m not that far into the game). using the newText() API is relatively taxing call in the fashion that Corona leverages it; perhaps you should investigate bitmap fonts.
All of these are legitimate options to make your game function better on lower-powered devices. Starcrunch gives a few fantastic options above as well; considering the amount of downloads and reviews you have, it would benefit you greatly to adopt some of these to make your game as viable as you can.
Because a lot of game are heavier that mine and they use less texture memory.