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This is a demo for a game I made back in December. The concept is that it's a turn-based bullethell game. Without going into too much detail:

The blue square is the player and can be moved with the arrow keys.
The green squares are the enemies, and they randomly spawn every time the player moves.
The orange square is a coin. The player needs to navigate to these coins to score points.
Collision with an enemy results in a loss of a heart.
When all hearts are lost, the game enters its failure state.

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Furthermore, I can also use YouTube tutorials as a resource for problem solving.

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GM:S is developed by a company called YoYoGames. They have a brilliant forum with a lot of tutorials, so if I'm unsure of something in GML I can easily refer to the forum.

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If we get the game on the Play Store, we can generate a QR code for a download link. This means that, if we do get showcased on C.A.S.T., we could show a QR code for viewers to scan in order to download the game. Also, we could stick flyers around the college featuring the QR code

(Attached is just a blank QR code as an example)

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The development environment that I will be using. I've played around with GM:S a lot, and have become familiar with its native programming language "GML" (GameMaker Language).

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GameMaker:Studio also allows you to implement adverts, as I understand it. If we were to go down this route, we could use Google's AdSense programme to monetise our product.

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In theory, we could put the game on the Play Store. An android developer license is only $25 (£17.24) - and GameMaker:Studio does allow you to develop for Android. Unfortunately it is a little harder to get a game onto the iOS storefront, so we may have to leave that part of the market alone for the time being.

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Flappy Bird was a somewhat divisive game, but I think that it's an example of what should be aimed for when producing a mobile game. Repetitive, addictive, difficult. Definitely an inspiration.