Gede: Thank you. But I was wondering in what way is your work limited? Do you retain the copyright for your version of the work? This sound a bit complicated.
Yes, i have full copyright on my own work and since i haven't decided upon a license, even though it's open source, others can't do anything with it without my aproval. For the assets i have only permission to use them non-commercially so i'm not allowed to make money off my game. But that never was the purpose anyway.
Gede: What was the most challenging bit about porting the game to Android? As in "they clearly have not taken this into account". Screen size or aspect ratios? Right-mouse clicking? Keyboard use? CPU power?...
Lack of right click was one big limtation, screen size being an other and lack of precision while tapping compared to clicking. Keyboard was never necessary for the game though it helps if you use hotkeys on the PC, cpu isn't a big problem here. Lack of mousover events is a bit annoying since i still haven't implemented tooltips because of them. Probably long press is the way to go, but i haven't had time for it yet.
Gede: I have a few (likely Java-related) projects in mind, that
might result in a phone/tablet port (assuming they'll get off the ground). What tips would you offer in order to facilitate such an effort?
One more thing: from Java to iOS. How do you plan on doing that adaptation? The last time I read about it, it was not easy, and Apple was insisting on pure Objective-C. A lot has happened since, hence I ask how is it done now?
Choose an engine apropriate for your needs. For me it was libgdx because of scene2d which is a pretty ok UI handling library.
As for iOS, there is RoboVM which enables Java code to run on it. I haven't tried it though because i own no Mac nor an iDevice.