Thanks for the tip. Will definitely bring it into consideration. I should probably ask this one StackOverflow or someplace more programming-specific, but how are you dealing with handling multiple screen sizes? At the moment I am getting the size of the display, and placing all game objects in relation to that. The player appears near the center, the obstacles are spawned in an area relative to screen size, etc. The problem is that this will give an advantage to players with larger screens, who will simply see more of what is going on.
This problem is tricky too and there aren't any perfect solutions. The same issue exists on other platforms though so you can look for inspiration there. For example, multiplayer PC games have to support players using varying monitor resolutions and aspect ratios.
Off the top of my head you can try 1) make everyone play using the same aspect ratio by adding borders to the screen or 2) do nothing and let some players get an advantage. The first one can be annoying. The second one seems unfair but, for example, people do compete in Counterstrike using machines with different capabilities and that seems to work OK. If you can, you could tweak the gameplay so that players with bigger screens only get a very small advantage.
The most obvious solution is to use smaller assets in my assets folders for smaller screens, but I am nervous about how this will affect things like movement speed.
You'll need to scale the graphics up/down depending on the screen size and your game logic needs to be resolution independent. This page is a useful reference:
http://developer.android.com/guide/practices/screens_support.html