The game titled Sodaman is an engaging, distinctive take on the isometric roguelike shooter genre, similar to popular games like Vampire Survivors, but with several distinct features that make it stand out. A common issue with bullet hell games is their rather passive gameplay, as players usually only control character movement and have minimal interaction. However, Sodaman offers a more dynamic experience by enabling players to manually adjust aim, fire, reload weapons, and even dodge enemy attacks. With an array of potent soda enhancements, progression systems, and action-packed gameplay, even in its Early Access phase, Sodaman has shown promise as a formidable bullet hell competitor.
In a chat with Game Rant, the creative minds behind Sodaman – Arif Can Üçer (game designer), Asrın Sıla Şimşek (pixel artist), and Utku Karan Saat (concept artist) – shared insights into their distinctive sci-fi bullet heaven project. They discussed its inspirations, emphasized the significance of manual control in Sodaman, outlined its artistic vision, and hinted at future developments for this indie game. For your convenience, the interview has been condensed and streamlined.
Coming Up With the Concept of Sodaman
Is it uncommon for a character to gain strength by consuming soda? Could you elaborate on the origins of this unique ability?
Üçer: I’m the one responsible for crafting Sodaman and the group that stands with it. The concept originated when I was attempting to quit smoking. During this time, I found myself consuming excessive amounts of soda as an alternative to smoking – it aided my quitting process. However, I soon discovered that I had developed a soda addiction. For several months, I was drinking anywhere from five to six, and possibly more sodas daily.
As these events unfolded, I found myself immersed in the world of game development. A whimsical idea sparked – what if there was a character who derived his powers from an ordinary beverage like soda? And so, Sodaman was born!
Q: In the early days, what were some of the core ideas you established for the game straight away?
Initially, our aim was to design a protagonist reminiscent of 80s American action movie heroes – a powerful, rugged commander with a charm for women and an exaggerated, larger-than-life persona, much like characters in Rambo or Die Hard. This was one of the fundamental concepts we had when we brought Sodaman to life.
From a narrative and gameplay perspective, our intention was to give the central figure four interconnected issues. However, during the development process, numerous elements shifted significantly. Unfortunately, only a few of the initial action plans or fundamental ideas survived until the final release. Yet, through all these alterations, our dedicated team has remained intact.

Question: Can you discuss some aspects that have evolved in the game? What features were once present but are now absent?
Initially, our goal was to merge the upgrade systems of Vampire Survivors and Hades-inspired games. At first, we experimented by blending a Hades-style upgrade mechanism with an auto-battler tag system, reminiscent of Teamfight Tactics. In this setup, sodas would have tags such as “sugar” or other categories, and players were intended to mix these tags to foster synergies between the sodas. Unfortunately, this feature didn’t prove successful, and it wasn’t well-received by players. As a result, we decided to scrap it and transition towards a system more like Dead Cells, featuring soda slots and a Hades-inspired upgrade mechanism.
From the very beginning, it was clear that cybernetics would play a significant role as we envisioned building a universe reminiscent of the cyberpunk genre. We aimed to capture the essence of this style, being particularly fond of it myself as the lead artist of the game. After all, I’m most skilled in creating visuals within this genre. Thus, our team’s affinity for cyberpunk aesthetics and the integration of cybernetics were decided early on.

Q: Can you talk about your approach to the game’s vibrant, cyberpunk art style?
I joined the team later than Arif and Asrin, who were there from the start and initiated this project as a passion endeavor that we didn’t anticipate would grow as large as it has. By the time I came on board, the sci-fi and ’80s action movie feel was already set, but I have always been drawn to cyberpunk aesthetics. Since my skills were recognized in this area, they asked me to focus on what I do best, which could be seamlessly incorporated into the project. This design decision felt fitting, and since then, we’ve increasingly embraced a cyberpunk universe, both in visual design and pixel art. If you’re interested, I can share more about our pixel art.
Initially, Arif and Asrin were the founding members of this project, which started as a passion venture that we didn’t expect to expand so much. When I joined the team, they had already created a sci-fi and ’80s action movie atmosphere, but my interest lies in cyberpunk aesthetics. Given my skills in this area, I was asked to focus on what I excel at, making it easy for me to contribute to the project. This design decision seemed appropriate, and since then, we’ve been moving towards a more cyberpunk universe, both visually and in our pixel art. If you’d like, I can elaborate further about our pixel art.
Initially, our intention with pixel art was to concentrate more on a science fiction setting. However, when Utku came aboard, we made significant changes towards a cyberpunk aesthetic instead. I began incorporating more vibrant color schemes, and Utku proved incredibly beneficial in this aspect. Since I hadn’t delved into cyberpunk designs previously, I felt somewhat uneasy about it initially. Yet, as the project progressed, I found myself stretching my creative limits and learning to embrace the cyberpunk style effectively.

Q: Is pixel art something you normally do, or was there a learning curve?
Şimşek: Prior to this project, my pixel art experience was limited to smaller games, but with this opportunity, I took my first professional plunge into the world of pixel art. It marked a significant milestone in my career and provided me with valuable insights throughout the journey. By trade, I’m primarily a software engineer. In simpler terms, I began working as a professional pixel artist for the first time in this project, having previously worked on smaller games. This project was a major leap forward for me, offering many learning opportunities along the way. My main profession is that of a software engineer.
In simpler terms, among us, I am the one who lacks technical skills. We have a total of four members, all of whom are engineers except for me.
Previously, you brought up the topic of synergies, stating that they play a significant role in this game. Could you explain how these synergies are developed for sodas and upgrades? Are they discovered randomly, or do you intentionally design them?
Üçer: I deliberately created some synergies between the elements, aiming for them to complement each other. However, other synergies emerged unexpectedly as new cards, enhancers, and sodas were added. It’s challenging to foresee every possible synergy due to the numerous combinations that can occur, and players’ unpredictable actions with their cards and enhancers. Consequently, some synergies were strategically planned, while others developed organically throughout the process.

A: Could you explain your strategy for selecting and incorporating various soda colors and their associated elements when designing the game?
Üçer stated that they drew inspiration from numerous games which incorporate toxic and lightning systems, like Warframe and Hades. Many games utilize elemental systems such as fire, lightning, water, etc., so they didn’t dwell on it much. They embraced these common elements because of their familiarity, and it might be due to how the colors and soda themes align with the game’s world and aesthetics as well.
During the process: Coming up with names, dialogues, and designs for the sodas and stores was a challenging task that required creativity, wit, and hard work. I had to ensure they were engaging, sometimes incorporating references, and that they fit seamlessly into their respective color schemes and abilities within the game. Designing the sodas proved to be particularly tricky as I needed to create a name, design, and concept that aligned with their in-game functions.
Simultaneously, the experience was enjoyable as it allowed me ample room to express my creativity. As a result, we have a substantial number of soda flavors, with an estimate of over 100 created, although the exact count in the game is uncertain. I didn’t meticulously record each one, but the process was undeniably enjoyable.

Have players given their thoughts on Sodaman since it entered Early Access, and have those comments provided useful insights for your future plans?
Absolutely. Initially, several players have expressed concerns about the game being too challenging at the moment and a scarcity of meta progression, which many have noted as an issue. To address these concerns, we are actively working on solutions. Yesterday, we rolled out our initial Early Access patch, so now our primary focus is on enriching the game with additional content such as new sodas, cards, and augmentations. Additionally, we’re giving top priority to implementing new meta-progression systems based on player suggestions.
I found the latest gun enhancements quite beneficial. They significantly boosted my progress and aided me in securing victories on several occasions.
Üçer: Appreciated! Many players questioned, “Why don’t we have the option to enhance our weapons?”, so promptly, we worked on incorporating this feature.

Regarding firearms in games, many titles such as Vampire Survivors don’t allow players direct control over the weapon but instead automate functions like aiming and reloading. However, Sodaman offers manual control for aiming and reloading. Was this specific feature part of your initial design? Did you intend to differentiate Sodaman in this way?
Absolutely, that’s been our strategy since the beginning. We initiated Sodaman’s development approximately two years ago, coinciding with the rise of bullet hell games, such as Vampire Survivors. At that time, similar titles were scarcely available, perhaps only a handful more.
In these games, there’s not much action required like aiming, shooting, using skills, or quick movements. But for Sodaman, we aimed to elevate the bullet hell genre by making it more interactive for the player, similar to Enter the Gungeon, though not as challenging as Enter the Gungeon or Hades. The player still has a greater level of control over the game, but they can also choose to use auto-aim and auto-shoot while just moving and dodging. Many players often play with these features activated.
In certain character setups, it can be more beneficial to play without automatic aiming and firing features enabled. For instance, when using sniper rifles, precision is key as you must align your targets for maximum penetration. Thus, the effectiveness largely depends on the specific build you’re pursuing and the approach you prefer to employ.
Sodaman’s Builds and Boss Design

In terms of designing enemies and bosses, did you consider how various player builds might affect your strategy? Were you mindful of creating bosses capable of countering different play styles or strategies a player might adopt?
In our game design: Unlike many other games similar to Vampire Survivors, we opted for a unique approach in enemy creation. In those games, enemies often attack by simply touching the player, causing damage. We aimed to change that. Instead, we wanted enemies to have distinct attack animations, enabling players to actively dodge them, thereby increasing control and engagement in the gameplay. Consequently, most of our enemy designs, including their attack patterns and behaviors, were carefully crafted with these objectives in mind. However, we didn’t want our enemies to be pushovers; we wanted players to feel like they have control over their actions, not just relying on auto-aim or auto-shoot. Arif might be able to explain it more clearly, but this was the essence of our plan.
In our design, we aim for the boss battles to mimic the style found in action-packed shooter games like Enter the Gungeon, yet we don’t want them to be as challenging. Essentially, we are creating a more accessible version of that experience. We recognize that many players engage with these types of games while multitasking, such as watching videos on another screen. Consequently, our bosses should present a slightly tougher challenge than usual bullet hell game bosses, but not to the same extreme level as Enter the Gungeon or similar titles. It’s all about finding and maintaining the perfect balance between difficulty and accessibility.

In relation to the overall Bullet Hell genre, is there anything you wish other games had that Sodaman offers you?
In our game: To avoid being too intense like many current games, we’ve decided to infuse a touch of humor. Our protagonist is a soda-obsessed character, and the storyline revolves around him regaining his powers after a comeback because soda has become risky. It’s a playful and less serious take, which isn’t common anymore, particularly in games similar to Vampire Survivors or Dead Cells. These games typically have grimmer narratives. We aimed to create something unique, something more light-hearted and absurd.
A: When creating Sodaman, we decided to incorporate a narrative element unlike many other bullet-hell games. What was our method for developing this storyline? Initially, we brainstormed ideas and concepts, then carefully structured the plot to create an engaging and immersive experience. The story we aimed to convey is one of adventure, mystery, and heroism – with Sodaman as the protagonist embarking on a thrilling journey through a perilous world.
As a fan of Sodaman, I’ve always felt that the game genre of bullet hell could benefit from a more immersive experience. Unlike many games in this category, I wanted to infuse Sodaman with a captivating storyline without overwhelming the players. So, we subtly incorporated narrative elements, ensuring it didn’t feel like an intrusion or a requirement for extensive reading or interaction with NPCs.
The narrative was added not as a mandatory feature but as something we found enjoyable during development. At the full release, you can expect to uncover more story elements through additional text and lore as you progress in the game. Although it’s not the primary focus of Sodaman, I believe that this enriching layer will be appreciated by players.

Q: What do you each feel has been most challenging about your work on Sodaman?
In my line of work, we revamped the appearance of our game multiple times within my team, with each asset being meticulously redrawn from scratch. Redrawing them wasn’t an issue per se, but since every character and creature animation is hand-drawn frame by frame in pixel art, the process of reanimating took an extensive amount of time – making it the most challenging aspect of our project, I believe.
Üçer: Making decisions regarding the design aspects of our initial game proved to be quite tricky. It’s tough to determine which features to keep and which to eliminate when creating a new game.
In Addition: Apart from the soft drinks, what really tested me was transforming my pastime and enthusiasm into a full-fledged career, maintaining a professional approach throughout. This presented a significant hurdle in my path, separate from the task itself.
“What sorts of games do you typically engage with outside of your work on Sodaman, and do these games have any impact on its creation process?”
I’m actually a big fan of not just Vampire Survivors-like games, but also roguelikes and twin-stick shooters. I’ve always enjoyed those types of games, and when I started, my biggest inspiration was actually Synthetik—I really loved that game. I probably have at least 200 hours in it. Besides that, I’ve been into CRPGs lately, and I’m currently playing Rogue Trader. But overall, I’ve been really focused on implementation because that’s been my main role.
To begin with, I have a fondness for games that resemble Vampire Survivors, roguelikes, and twin-stick shooters, among others. In fact, Synthetik was the game that initially inspired me, as I truly appreciated it. I’ve invested a significant amount of time in it, around 200 hours. Lately, I’ve been drawn to CRPGs and am currently engrossed in Rogue Trader. However, my primary focus has been on the implementation aspect, as that’s where my responsibilities lie.
I love Synthetik, too. I’ve never seen a top-down game where you can perform headshots.
Saat: Its soundtrack was one of the biggest inspirations for us, actually.
Üçer: Currently, I’m deeply into roguelike games such as Enter the Gungeon, Hades, Vampire Survivors, 20 Minutes Till Dawn, and more. House of Torment is one of my top Souls-style game picks, along with Dead Must Die, Balatro, and Slay the Spire. I’ve been playing most newly released roguelikes and consider myself a fan. Warcraft III from my childhood is one of my favorites, having spent thousands of hours on it, even creating custom maps for it. I still play Warcraft III today, appreciating how modern games draw inspiration from its old modes. Additionally, I enjoy CRPGs like Baldur’s Gate and Pillars of Eternity.
Şimşek: To be honest, I don’t spend a lot of time playing games. In fact, I knew very little about this topic, but when Arif shared the game’s story with me, it sparked my interest and I eagerly agreed to join in. That was all it took.

Q: How did you decide which weapons to include and what their capabilities should be?
Utku: Initially, I designed some firearms, following which I focused on developing mechanics, attributes, and stats for these weapons. To begin with, we opted for standard weaponry such as shotguns, rifles, and pistols, similar to those found in most games. However, future updates will introduce more unique weapons, such as crossbows, and possibly even melee weapons. As of now, our plans are still uncertain, but rest assured, we’re actively working on this aspect.
In this case: Since I’m quite fond of anime, we needed to trim back a few concepts. Scattered across the game are numerous references to anime. If anyone manages to discover them all, it will truly impress me.
Q: Are there any anime in particular that inspired you with the references?
Generally speaking, Ghost in the Shell is one of my top picks, and it happens that I’m currently propping up my iPad with my Akira manga – another classic from the cyberpunk genre, which I’m quite fond of.
A: Would you like to discuss what lies ahead for the game? I’ve heard that there are upcoming developments, particularly regarding new weaponry.
As previously mentioned, the priority at this moment is shifting towards introducing fresh card decks, new soda varieties, and enhancements; however, these updates are not imminent. Our current focus lies in developing a new gun customization system, which I’m unable to detail fully just yet, but rest assured it will offer a substantial level of depth. Furthermore, we plan to roll out additional planets, with the third one being the first to be unveiled in this expansion.
We’re contemplating enhancing the gameplay experience by incorporating additional progression systems, such as skill branches and potentially leveling up for enhancements and weapons too.

Previously, you brought up the point that certain players found the game too tough. Could you explain your strategy regarding the game’s difficulty level? Was it intended to make the game somewhat more demanding?
Üçer: Yes, we aim for Sodaman to be more difficult than typical bullet hell games, yet not excessively so. We’ve been playing it extensively with my friends, which has made us familiar with its mechanics, what’s effective and what isn’t, and the best combinations to overcome it. Consequently, it seems easier to us, leading us to believe that it wasn’t challenging enough. However, upon release, players found it too difficult to conquer. The core game is indeed intended to be tough, but the absence of meta progression might be making it harder than intended.
A: Could you tell me about your strategy for creating the different types of enemies in the game? What factors do you consider when designing each unique enemy?
In our design: To make the crystals a common yet rewarding enemy for you, we came up with the concept. We wanted them to be pleasing to defeat. Drawing inspiration from skeletons in other games that create a satisfying sound upon being killed, we pondered how to incorporate this into a sci-fi and alien context. The solution was the crystal idea – they’re primarily included because of their visually appealing nature.
The majority of our thinking revolved around the sentiment, “This seems quite appealing.” We additionally explored more sinister-appearing extraterrestrial beings, similar to those portrayed in Alien. The robotic and insectoid adversaries primarily stemmed from my passion for robot drawing and related subjects. The crystalloid enemies’ design was a collective effort among me, Arif, and the rest of our team. We’d exchange ideas, generate concepts, and collaboratively establish attack patterns. At times, I would create a creature and then devise its attack pattern, or vice versa – we simply developed it from there.
Our goal for the hedgehog characters was to design an adversary that wouldn’t simply charge at the player, but instead would orbit around them. This concept was definitely influenced by my experience playing League of Legends, particularly Rammus. I envisioned a rolling hedgehog enemy that would deal damage if the player gets too close. It seemed like an interesting addition to the game.>

As a seasoned film critic, I’ve got my eyes peeled for the most captivating combinations on the silver screen – or in this case, the gaming arena. When it comes to synergies that promise an enthralling gameplay experience, here are some of my top picks:
1. The Avengers Assemble: Characters like Widowmaker and Tracer from Overwatch make a formidable duo when it comes to flanking and disrupting the enemy team’s positioning. Their ultimate abilities complement each other perfectly, creating chaos that leaves the opposition reeling.
2. The Dark Knight Rises: In League of Legends, pairing up a tank like Mundo with an assassin like Kha’Zix can be devastating in team fights. Mundo’s ability to soak damage and crowd control, combined with Kha’Zix’s burst damage and mobility, creates a dynamic duo that can turn the tide of battle.
3. The Godfather Part III: In Hearthstone, combining a control-focused deck centered around cards like Alexstrasza and Ysera with a combo-heavy deck featuring Malygos or Kazakus can result in an unstoppable onslaught that leaves opponents struggling to keep up.
4. The Matrix: When it comes to Valorant, the combination of Sage and Omen is akin to a digital dance between two powerful agents. Sage’s healing abilities and crowd control synergize perfectly with Omen’s mobility and vision control, making them an unstoppable duo in the right hands.
5. The Shawshank Redemption: In Rocket League, pairing up a defensive-minded player with a more offensive-oriented teammate can be as effective as Andy Dufresne’s escape plan from Shawshank Prison. Communication and trust are key to making this partnership work, but the rewards can be truly exhilarating.
Üçer: I like lightning with purple and blue sodas, and I also like playing with green cards.
Saat: I really like the smite ones with yellow sodas.
Şimşek: I like playing red and purple, but I don’t play much. I mostly just do the drawing.
Q: Any last thoughts you’d like to share?
Üçer: We’ll continue to keep improving the game and update Sodaman regularly. That’s it for me!
[END]
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2025-03-26 05:26