Hi them.
No - I am not doing anything that complicated. (Although that code does look interesting :) I just noticed that the performance of Overlap2D drops on Android when I have a lot of entities. This is even true if I switch off the back ground layer and these are not rendered at all.
Now in order to solve this I will remove the composite objects that make up the border shapes in my scene. I will then replace them with simple much larger textures. So I will end up with a lot less entities.
I was just thinking it would be nice to have a tiled option in Overlap2D. The idea behind Tiled is that the textures are send to the graphics buffer once, and then stencilled when needed. That is a faster technique, but obviously only works when you can simply copy the textures again and again. I don't think the current Overlap2dRenderer can handle that. So for now my idea is to stick with a limited set of textures.
In any way - this game just utilizes the standard functionality of Overlap2D, Ashley, Box2D and Spriter. I am not sure about my implementation of the ECS. (So let me know what you think :) As I said before I think it would be good to have more 'live' examples of how this can be best used in games.