A conversation with the developer of Speedollama, coming to Xbox on October 22nd

oriXone

A conversation with the developer of Speedollama, coming to Xbox on October 22nd

22nd, Coming, conversation, Developer, October, Speedollama, Xbox

Speedollama developer in llama mask
Nicola Piovesan, Speedollama developer, takes on the role

After working on the pixel art for SpeedollamaNow I have the opportunity to sit down with Nicola Piovesan, the game’s designer, and ask him a few questions about the project. As part of the team, it’s interesting to learn more about his creative process, the challenges we faced and the background behind the development of this fast and whimsical game.

Let’s start from the beginning. Where did the idea come from? Speedollama come from?

Nicola (N): Speedollama is my fourth game (fifth if you count an unfinished one), and with each new project I like to experiment. My previous games have mostly been point-and-click adventures set in a dark cyberpunk universe, but with this platformer I’m exploring something completely different – bright, chaotic and fun. It’s like my creative yin and yang. After working on something dramatic, I felt the need to immerse myself in humor and liveliness. Speedollama was born out of the need to create something colorful and fast-paced. And what could be more bizarre and funnier than a war between llamas and alpacas?

What are the game’s standout features?

N: The retro arcade feel is the first thing you notice – from the pixel art graphics to the game mechanics. But what really stands out is the speed. Speedollama is designed to be one of the fastest in its genre, especially in later stages as players unlock speed upgrades. It’s intense.

Some people have compared it metal snail. Does that bother you?

N: I saw Speedollama described as “metal snail with llamas,” and while that’s flattering, it’s also a little frustrating when people suggest I copied it. Sure, there are similarities – any retro run-and-gun game will have them – but Speedollama does his own thing. It’s not just a horizontal side-scroller; It evolves vertically, making it more of a platform game. Additionally, it features procedurally generated levels and a “collectathon” element where players race against the clock to collect items. Although the comparisons are inevitable, I think we have created a unique experience.

Isn’t it risky to release this game in an indie market saturated with so many pixelated platformers?

N: Absolutely, it’s a risk. I admit that I’m not particularly good at doing market research or developing games for a specific audience. I tend to rely on my gut feeling – if I like an idea, I follow it. Still, I listen to feedback. We released a demo about a year ago and I took into account many suggestions from players to improve the game. Yes, the market is crowded and there are pixel art platformers everywhere that could make a difference Speedollama difficult to notice at first. But I think once people pick up a controller and feel the speed and fun, they’ll realize it’s something special.

How big was the team behind it? Speedollama?

N: That’s an interesting question because people often wonder if Speedollama was a solo project. The answer is both yes and no. If you define a solo project as one person doing absolutely everything, then no – it wasn’t just me. For example, you were the lead pixel artist, and we had a few other pixel artists, two animators, a music composer, voice actors, and a small team of beta testers. In total, around eight to nine people contributed to the game. However, if by “solo project” you mean one person handling the bulk of the development – coding, writing, level design, enemy AI, UI, sound, and even marketing – then it was largely my job. I have done everything except create the art and music, which have been done by you and other talented people. But their contributions were crucial, particularly in bringing the game’s unique, whimsical visual style to life.

The indie game market is undoubtedly a difficult environment. There are tons of platform games coming out every month, and it’s a challenge to stand out from the crowd. But I am convinced of it Speedollama brings something fresh to the table – it’s fast, eccentric and a lot of fun. I can’t wait to see how players react to this wild, silly adventure.

Wishlist Speedollama today and get it on Xbox when it launches on October 22nd.

Speedollama

Chaosmonger Studio





$8.99

$8.09

Speedollama is a fast-paced platform shooter that sets new standards in this genre when it comes to speed. Bursting with quirky humor and vibrant, pixelated carnage, this game is not for the faint of heart. Are you ready to embrace the chaos and show off your skills? Packed with hilarious splatter elements, fast-paced action, a variety of upgrades and weapons, and plenty of humor, Speedollama promises to entertain players of all ages. The game’s graphics feature pixel art to capture a retro arcade aesthetic reminiscent of games from the late ’80s and early ’90s. Inspired by classic titles like Metal Slug and Turrican as well as modern hits like Broforce, Mercenary Kings and Pizza Tower, Speedollama offers a nostalgic yet fresh gaming experience. STORY A wise old llama has recruited a group of elite mercenaries for a nearly impossible mission: destroy the Alpaca Army, which has waged a brutal war to eradicate the llamas and take over the world. Equipped with a powerful tunnel machine, the llamas embark on a bizarre journey, digging through the earth, collecting strange substances and fighting together with their animal allies against the relentless alpaca troops.

Leave a Comment