I just exported a Windows build using the same settings you did in your screenshot, release, 32 bit, with debug symbols, texture compression enabled, etc. I get 12.5% steady on the process not moving.
I picked a random project in my list that I could quickly open and run. Britzl’s defold-orthographic master branch cloned from github. The “all features” option in the example project runs at 3% CPU just as a debug build running under dmengine.exe process.
I can’t speak for other games, as I’ve never really had to pay this any attention or needed a release build before. I am also new to game dev.
Edit: I went ahead and bundled the defold-orthographic example project using the same build settings. Moving the guy around and the camera and stuff, I still get 3% CPU usage. It does seem high on the pixel platformer example.
I don’t think you should include debug symbols in a release build, but I don’t think that is the cause of the high CPU usage here. But it’s worth mentioning. Someone please correct me if I’m wrong.