Unfortunately the absolute maximum has lowered now
- 150 MB for your Android App Bundle without the asset packs (once you add them in their directories, the AAB will include them)
- 1GB for all install-time Asset combined (which works with regular Android API)
- 512 MB for all on-demand assets (requires Play Store specific API)
- 512 MB for all fast-follow assets (requires Play Store specific API)
You can see info
here or discussion
here. I have not worked on on-demand and fast-follow assets - anyone else is invited to, I don't know how to work with those, it would be important to check if they break app compatibility with other stores, say if you don't use those but add a dependency to the Play Core Library and then push the app to Amazon (or other non-Google store), what will happen?
Is your game using compression for the graphics in AGS? AGS compression is very minimal but better than no compression. Do you have an estimate of what your game size breakdown is (graphics, music, voice...)? Here's a
forum topic that talks about this.
You can also turn compression on in the asset pack itself and see what it does for you, but it may have a significant performance impact - or may not, you would need to try and test it for your case.
See also
Managing Audio and Graphics Footprint in AGS-Manual.