Texturinmy needs alot of work it seems that alot of it are different scales and sizes and gives an unrealistic effect, one thing to remember handheld games can take alot more polys, most of the performance will. Be from memory I'd try and work with more polys for example the door with brick could be extruded and modular rock wall with more detail could be used around the sides of the cave
Just watch out for draw calls and the memory imprint. As for assets these days its pretty standard to use highpoly to lowpoly workflow in handheld devices especially with devices such as the ipad 4 and iphone 5 just remember to attach your models and save on memory wherever you can.
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If you posted some wires it'd help with critiquing. What poly count and texture budget are you shooting for?
Just watch out for draw calls and the memory imprint. As for assets these days its pretty standard to use highpoly to lowpoly workflow in handheld devices especially with devices such as the ipad 4 and iphone 5 just remember to attach your models and save on memory wherever you can.