With the upcoming 2beegames.com contest coming fast, we worked hard in the latests weeks on the first demo of our upcoming game: Zuwaka. We decided to release 8 new screenshots of how the game looks like now to show you our progress and hard work.
The first demo of zuwaka is set to be released in June this year, with a bunch of features included online gameplay, adventure and arcade mode. A very well made editor is also being made which will highly increase the speed of the development of the game. We will also allow you guys, later on to make levels with our editor and share them to your friends. The editor will include several features allowing you to build unique levels.
Stay tuned, enjoy!

The first demo has been rushed in order to be ready in time for the 2nd 2beegames contest last fall. A lot of last minute bugs and crash occured at that time due to the game being in a transition state. Everything is now fixed and the game is running smoother and faster than ever… without bugs!
One of the major change is that the game have been converted to the new GameMaker 8, wich makes the loadings of the game a lot faster. The new png* images graphics are also running smoother than before. All of the levels have also been reworked in order to be clearer and have a better difficulty curve for the beginners. I worked hard to makes each levels more unique and include some of the sceneries in the gameplay. Some enemies are now stronger, instead of being a lot on the screen and most ennemie’s inteligence have been upgraded to makes the levels more fun to replay. Finally, I tried to makes some parts of the action fit with the music, in the idea of my upcoming game ; Save the Planet…
2beegames is a fairly new independent games’ distributor which appeared about 2 years ago. This fast growing society brings a lot of help to indie developers procuring them visibility by hosting money prizes contests as well as publishing deals. During the first 2 contests they held, two games made by Edm Games went through the top 10 finalists. First of all, Save The Planet won a $2,500 community prize voted by the public and finally, Cochon Pursuit finished 7 on the second contest. (See the 


There are the first graphics we made for our project that was supposed to take part of Yoyogames’ Save The Planet competition. We believed in it really hard. However, pixel drawing is time consuming which is one of the main reason why we abandoned this project so early. The tree appearing on that screenshots took approximately 3 or 4 hours to do. It was such a big sprite for pixel art. ahah! Apart from this, animations are very hard to do which would have taken alot more time!
Last fall, I learned a new technique to make more polished and professional graphics. At that time, Cochons Pursuit was finished since about a year, but I decided to restart all the game with the new graphical style… At first, I tought it would take about 3 months to do that, but during the development I haven’t been able to resist the temptation to add a lot more features to the game. With my second game ” Save the Planet” , I learned a lot about programming and making a professional game, so it was interesting to work on an old project again with my new skills. Right now, it’s been more than 6 months since I restarted working on the Cochons Pursuit, and the final version is about 80% finished.

Hi everyone, here is my first indie game review. It is a way to help the greatest independent games out here to get known more… Today, money is running almost all the industries, and people who work in them are not necessarly interested in the project they are working on. The guy at the top who decides to make a project come alive is almost always some business man who doesn’t know anything about gaming, its goal being only to make more money than the amount he spent on for the project. The result emerging from such a path is often a product that’s been made to be built fast and that will sell to the most people possible at the end. It’s a shame how every big budget game (as movies and music…) follow the same known pattern and all look almost the same now. I think it’s the job of the indie people to bring back originality and passion on the scene. Being in the flourishing communication era, this is more possible than ever. Windosill is one of the best examples that we don’t need millions of dollars to make a game that is fresh, fun, inspiring and different.