I'm gonna pitch in and be an Allegro fanboy, and add Allegro 5 to the recommendations. Sure, some people will say the requirements are a bit bloated given that it needs a GPU, but aren't XNA as well? Besides, you get cross-platform portability across Windows, Linux, and OS X without having to touch a single line of code(I just did a little game for a competition on their site, and it compiled fine across all 3 platforms), supports GPU acceleration using both OpenGL and D3D drivers, OGG playback and various other sound formats supported, and incoming in version 5.1, native support for fragment/vertex shaders and even video playback. Heck, it even ports to iOS, and an Android port is in the works. You got every drawing, blending, input, sound playback, events, threads, routine already implemented in there as well. Here's a friendly link to the manual so you might consider it. All with distributing a library that doesn't require any external installers or ANY dependencies at all if you compile it right. There's also support for PhysFS integration, which allows your team to pack all game resources into a simple .zip file(you can change the extension), and read everything directly from there. Of course it would be in C/C++ then, but seriously, killing cross-platform compatibility IS an issue to consider. How many people were asking for a Mac version of Fan Remix when it released? Distributing an A5 game on Windows just takes sending a single(or a few) dlls that don't take beyond 2MB in the same folder. Similar with the rest of the platforms, although you can leave them easy enough instructions to compile it on their own. I know XNA and C# are great tools, but if your aim is to reach a wide audience as possible, I think I already pointed out what's better. (Cross platform compatibility + Easy and Light Distribution + Using open file formats such as PNG, OGG, etc.). How much people didn't even bother to download your pre-demo because of the requirements? Pretty sure it's a sizable bunch of people to consider.