yes I tried two of them and they opened and ran fine
You can try a tool like cleanmaster to clean your phone, to free some memory and speed up your phone?
https://play.google.com/store/apps/details?id=com.cleanmaster.mguard&hl=en
HOS has some bad time expensive coding without reacting to OS, so OS could shut down the HOS app to early . You can also try a browserversion of hos.
You can't say "global", that the browser version is not able to be played on mobile. But that´s a general problem on android. Android should be primary a phone os, not a high end gaming device. I think HOS has 2 problems on android systems. Memory and Speed. I read some more about ANR (Application Not respond).
https://techterms.com/definition/anr
There is a different between a crash and an ANR on Android, how the OS handle this. I think in your situation it looks more like a memory problem and a real crash. HOS has so much Artwork. App has some hundreds MB data. I can´t say how godot and HOS handles the memory when you start the app. But depending on the time before the game starts, there is a lot of data shuffled to a current running memory process. Also later in game, for example when you start a new game or load a game, there is a lot of coding working and memory usage again i think.
Found also this topic about reasons on android game crashings.
https://techbeacon.com/app-dev-testing/top-6-reasons-mobile-apps-crash-how-best-...
So it could also be a problem with newer Android OS. But my personal number one is missing memory.
There is also the possibility to connect an android device to a computer and log the crashes, but that wouldn't help you i think, it would only lead to the crash reason and could help the developers?
I "tracked" the memory usage from HOS on my Win10 System.
Starting App will use near the 300 MB on memory like the app usage on file storage space. Starting a new game or load a game will boost the memory usage to near 2 GB. I have readed at somepoint that memory usage from HOS on android system is enhanced, but we have still a lot of usage there, need to test this on android enviroment.