Domo 🐧 Soda-Powered Penguin
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domo-yoro.games
Domo 🐧 Soda-Powered Penguin
@domo-yoro.games
they/them |
indie dev, working hard on Soda-Powered Penguin!

steam: (WITH DEMO!)
http://sodapoweredpenguin.com

discord:
discord.gg/txpYqy7pyV

patreon:
https://www.patreon.com/sodapoweredpenguin

contact:
sodapoweredpenguin AT gmail.com
ty!
and nope! almost all of the music and sfx was by @oaf.bsky.social way back in 2020/2021, haha
October 12, 2025 at 1:05 PM
THEY TACKLED A TON OF POORLY-IMITATED SIDE MODES TO A MAIN GAME THAT ISN'T EVEN GOOD
October 11, 2025 at 12:37 PM
hollow knight popularized dash + double jump, especially in a precision platformer context (path of pain), so if any game should include those two moves, it'd be silksong!

(and of course, silksong has the grapple as well! movement is good in that game.)
October 8, 2025 at 12:35 AM
lowkey i am tired of precision platformers that only feature a dash / double jump; i can name at least 5 or 6 of them.

i was lowkey disappointed silksong also relied on dash / double jump, but that game's dash is a lot more interesting than hollow knight's + the new pogo keeps things fresh
October 8, 2025 at 12:32 AM
bottlecaps have both a name and a description, hence doubling the 200+ bottlecap count
October 3, 2025 at 7:58 AM
this also excludes the insights (dev articles) i just added, which would be a fair bit more difficult to translate since they can be so specific/technical...
October 3, 2025 at 7:57 AM
full-time everyday! there's nothing else i'd rather be doing, even over 5 years into the project haha
October 3, 2025 at 7:46 AM
well, after i do some "fun" work to reward myself (more bottlecap designs), i'll definitely be back on main game content. a complete ui revamp is also on the horizon soon!
but i do really want to make sure there's a beginning and an ending to this game and get the "required for release" work done.
September 29, 2025 at 2:42 PM
my ground detection code *still* isn't perfect, but it's good enough that most players would never notice the little oddities. there's that, and then there's also the fact that i can just... simply avoid those oddities in the level design
September 26, 2025 at 1:41 AM
ty! the response has been very positive as before :)
the stressful part about it was one palette misalignment issue some people were encountering, but i quickly had that fixed. it's been nothing but chill otherwise!!
September 26, 2025 at 1:39 AM
tysm!!!! this is all i could ask for when someone plays spp!

i'm glad you loved the improvements! a ton of work went into finally updating antarctic alcove, and it's wild seeing it all finally come together
September 25, 2025 at 1:45 AM
all of the game's collision is done via genuine physics, but all of the movement is scripted!

slope physics are honestly one of the most complicated parts of the game, and it would have been so much harder to do without resources on how sonic's slope physics worked
September 25, 2025 at 1:35 AM
update: i already did it less than 10 hours later, so idk if it needs another announcement haha
September 21, 2025 at 2:17 PM
i was quiet about this on friday because i had been working for nearly 30 hours straight and couldn't quite declare my work as "done", but i've accepted the imperfection & will put out another announcement when i do fix what needs to be fixed
(the key challenge is now deathless, by accident... lol)
September 21, 2025 at 3:37 AM
i'm also somewhat motivated by making my code open-source eventually, and hoping that being self-taught and solo dev for 6+ years doesn't turn into a laughable disaster lol
September 21, 2025 at 3:28 AM