Make the game public and prepare the demo. Shipping means it runs outside your computer.

A game isn't shipped until someone else can play it. Today we put the game online and prepare a 3-minute demo. Both games are client-side only, no backend, static files — perfect for free static hosting.

All of these work with static HTML/CSS/JS:

  • GitHub Pages — free, easy, integrates with version control
  • Cloudflare Pages — free, fast global CDN
  • Netlify — free, simple drag-and-drop deployment

Each child prepares a 3-minute presentation covering:

  1. What is the core loop? — explain the fundamental cycle
  2. Where is the risk? — what creates tension
  3. How does progression work? — how does the player advance
  4. What is the signature feature? — what makes your game unique
  5. Live demo of one full cycle — show it working
  • Upload project files to hosting platform
  • Test live URL in a fresh browser
  • Confirm movement works on live version
  • Confirm localStorage works on live version
  • Confirm no file path errors
  • Write 3-minute demo script
  • Practice demo once out loud
  • Checkpoint

    Game loads from a live URL. Demo script is written and practiced once.

    No last-minute features. If something is broken on the live version, fix the deployment — not the game.

    File path errors (relative vs absolute paths) — use relative paths consistently. A path that works locally may break on a server.

    Forgetting to upload all files — check that every CSS, JS, and asset file is included in the deployment.

    Testing only on localhost — the live version is the real test. Open it in a fresh browser with no cache.

    Not practicing the demo out loud — a demo you've never spoken is a demo that will stumble. Practice once, minimum.

    The moment they see their game on a public URL is magical. Let them share it with someone — a friend, a grandparent. That's shipping. The demo practice teaches communication skills alongside technical ones.