This Jump Start had basic talks about the game development tools in multiple categories as well as the gaming business. It had things like how you would plan out the DLCs, In-App Purchases as well as other addition you would like to add as the update patch to your game. There are some game engine tools that enable you to develop games for the mobile devices and even game consoles but you will need the licenses and the full version of those tools for that as the free versions give you the opportunity to make games for the standard platforms which are mostly Windows computers.
For Windows Phone series and even Windows tablet version, you may need Visual Studio along with some plugins that will allow you to publish your game to the Windows Store. In fact, it takes you tons of step to do so similar to how you will do for Google Play and even App Store.
For game assets, it shouldn't be a problem in planning out your own graphics, gameplay concepts and even the music but for sound effects, it may seem to be a problem for me as I've been using the sound effects from external source and I already specified the credits for their usage somewhere in my creations.
Next is the Business Models in which you have to plan out the target audience, the contents of the game that should be suitable for whichever audience and that the contents you put in the game should be decent enough. Also, you have to plan out the pricing for the DLC and In-App Purchases in the fair way so that people should be able to safely buy things for whatever mobile games they're playing.
There may be games that have their ends, there may be games that have no end whatsoever. The games that have their ends may consist of multiple story paths, multiple character endings, a run that ends after few stages despite having so many contents to choose from, etc. You may want to go for those kinds of games even more but only if they can be completed that you will be able to see the game ending and that they are not unfairly difficult. Speaking of unfair difficulty, there are already endless casual games that are already having tons of highly difficult levels. You probably need a bunch of boosts to complete those levels which cost some fucking money in the first place that you should spend your money on something else like other games, DLCs, etc. In fact, for those kinds of games, it will take you tons of trial and error to get through those unfair levels and eventually, you will give up on those kinds of casual games as they're no longer fun at further levels. The worse thing is that there have been hundreds of levels added on a regular basis as well as other sets of levels that take place in different location with their exclusive gameplay features.
Lastly, there was a satisfaction for me from this Jump Start like they had showed the Construct 2 demo of a 2D shooter in action where you shoot stuffs like in an actual shmup game. If that demo is going to be a reason that I'll be using Construct 2, perhaps, I'll need to find such kinds of tutorials like that before even attempting to make one with that tool. It may be comparable to Game Maker but other tools can be really difficult to use as they still involve tons of coding. You don't need to code in Construct 2 and Game Maker, of course.
The interface for Game Maker Studio is kind of visually weird when I saw this during the Jump Start. The icons, buttons and even the tabs were classic looking but the only nice thing so far is the title bar. Combined with that kind of color scheme, it is somewhat useful for game developers like us but having classic interface elements visually is kind of weird in my opinion. The better thing today for Game Maker Studio free edition is that you should be able to use it like you use the previous versions of Game Maker Lite as if various limitations are removed according to some official news from Yoyo Games I had already seen.