After some time I’ve found out that device is runs out of memory, so in my case, I just switched to 16-bit textures, it can be done by adding this line on start:
Also you can unload unneeded textures before load new scene, like this:
Also I’ve noticed that debug build works fine on it, the problem appears in release build.
I was wrong about that Type of build doesn’t matter here, it was my fault. Because of my awkwardness, I put setDefaultAlphaPixelFormat to COCOS2D_DEBUG block, so it affected only debug version. It was fixed and now both versions works OK