Project Introduction

Aliens are invading Earth, and their only weakness is... soft drinks?! You are our only hope! Go, Captain Soda!

Captain Soda is a vibrant and satisfying arcade shooter about fighting an alien apocalypse where your strongest weapons just so happen to be Soda. Play as the main character, a soda-based hero named Captain Soda, and throw-down the money-abducting invaders with a loadout of weapons such as the Bubble Sub-machine Gun and Bottle Rocket Launcher, plus your favourite beverage. Your loadout is not complete without some accessories like the Double Jump Boots or Wrapper Cape to fit your playstyle and help you take on the apocalypse in over 25 levels and 3 unique areas.

In these fizzy chemical battles, face wave after wave of silly aliens, all leading up to you taking down the super powerful Overlords! Captain Soda is inspired by Super Crate Box, but succeeds it by offering a campaign mode, upgraded visuals, and features a physics-defying mechanic that makes screen-wrapping available not just for enemies, but for yourself for an even more intense and skill-based gameplay.

About Developer

Ray Flower Games is a sole-proprietorship founded by Cole Beernaerts in 2022 that focuses on creating games where we are as passionate about our games as our players are. In 2015, Cole moved from Winnipeg to Vancouver and enrolled in the Game Art and Design diploma program at the Art Institute of Vancouver, following his passion of game development.

After graduating at the end of 2016, Cole continued to refine his skills and seek employment. He went to local game developer meetups like Full Indie every month to get feedback on projects he made in his free time, and participated in game jams such as the Vancouver Global Game Jam. After getting laid off from his job in November 2020, Cole took the opportunity to pursue his dreams of making his own games in a sustainable and achievable manner with his first commercial project “Captain Soda”.

Cole has been constantly improving himself to achieve a personal goal of $100,000 in revenue in the first year of his business. To that end, he has been mentored by Gabriel Dal Santo and João Pedro Arantes, founders of FGGS (Finish Good Games that Sell), an online game development course, along with applying said program in his work. FGGS’s Alumni include the developers of Blasphemous and Before We Leave.