Compare Speedollama prices across 50+ stores and find the best deal. Developed by Chaosmonger Studio. Published by Chaosmonger Studio. Released on 10/21/2024. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie.

A llama-vs-alpaca run-and-gun that hits the ground sprinting and almost never slows down. Pick your character, smash the timer, collect or die.

I have a soft spot for small studios that go completely sideways with their premises, and Speedollama earns that affection immediately. Chaosmonger Studio, whose previous work leaned into point-and-click cyberpunk drama, took a hard left turn here: a pixel-art run-and-gun where armed llamas wage war against an alpaca army bent on world domination. It sounds like a weekend joke, but there is clearly craft behind every frame of it. The loop is tight and deliberately pressured. You pick one of three llamas, each carrying slightly different stats, and race through procedurally generated levels spread across nine areas. Each stage asks you to collect at least 75% of the scattered items before the exit gate will open, all against a ticking clock. Double jumps, wall-clings, and six weapons give you enough mobility and firepower to work the vertical space in these large maps, but the game will punish you for stopping to think. Run dry on time and you lose a life, restarting the level though keeping your collected items. Lose all lives and the layout reshuffles. Between levels you spend coins on 23 available upgrades, which can meaningfully change how reckless or methodical you feel by the later stages. Where the game shines is in moment-to-moment sensation. The hand-made, frame-by-frame pixel animations are genuinely lovely, and the soundtrack keeps the adrenaline calibrated without becoming noise. Watching a row of alpaca soldiers explode into pixelated confetti on a straight platform run has a satisfying rhythm that the community has noticed too. What slightly dulls the shine is the repetition: every level shares the same collect-and-escape objective, and while procedural generation prevents exact repetition, it also prevents the kind of deliberate visual variety that hand-crafted level design might have offered. The wall-jump mechanic has drawn criticism for feeling imprecise under pressure, and the nine bosses, while structurally present, have been called underdeveloped by more than one critic. These are real friction points worth knowing going in. For genre fans, the touchstones the developer cites, Metal Slug, Contra, Broforce, Pizza Tower, are accurate compass points. Speedollama sits closer to the chaotic, comedy-forward end of that spectrum than to the precision end. It is ridiculous in a way that feels intentional rather than accidental, and that distinction matters. This is a game made by someone who needed to make something loud and colorful after years of quiet, dark adventures, and that energy is readable in every bouncing sprite. It works best in short, focused sessions where the speed-runner itch and the collectathon itch scratch each other simultaneously. Expect around two to three hours for a first run, with procedural variance giving you reasons to replay if the core loop clicks. Kai, Scout Team

Speedollama
ActionAdventureIndie

Speedollama

Oct 21, 2024Chaosmonger Studio
GamerScout Says

A llama-vs-alpaca run-and-gun that hits the ground sprinting and almost never slows down. Pick your character, smash the timer, collect or die.

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About Speedollama

I have a soft spot for small studios that go completely sideways with their premises, and Speedollama earns that affection immediately. Chaosmonger Studio, whose previous work leaned into point-and-click cyberpunk drama, took a hard left turn here: a pixel-art run-and-gun where armed llamas wage war against an alpaca army bent on world domination. It sounds like a weekend joke, but there is clearly craft behind every frame of it. The loop is tight and deliberately pressured. You pick one of three llamas, each carrying slightly different stats, and race through procedurally generated levels spread across nine areas. Each stage asks you to collect at least 75% of the scattered items before the exit gate will open, all against a ticking clock. Double jumps, wall-clings, and six weapons give you enough mobility and firepower to work the vertical space in these large maps, but the game will punish you for stopping to think. Run dry on time and you lose a life, restarting the level though keeping your collected items. Lose all lives and the layout reshuffles. Between levels you spend coins on 23 available upgrades, which can meaningfully change how reckless or methodical you feel by the later stages. Where the game shines is in moment-to-moment sensation. The hand-made, frame-by-frame pixel animations are genuinely lovely, and the soundtrack keeps the adrenaline calibrated without becoming noise. Watching a row of alpaca soldiers explode into pixelated confetti on a straight platform run has a satisfying rhythm that the community has noticed too. What slightly dulls the shine is the repetition: every level shares the same collect-and-escape objective, and while procedural generation prevents exact repetition, it also prevents the kind of deliberate visual variety that hand-crafted level design might have offered. The wall-jump mechanic has drawn criticism for feeling imprecise under pressure, and the nine bosses, while structurally present, have been called underdeveloped by more than one critic. These are real friction points worth knowing going in. For genre fans, the touchstones the developer cites, Metal Slug, Contra, Broforce, Pizza Tower, are accurate compass points. Speedollama sits closer to the chaotic, comedy-forward end of that spectrum than to the precision end. It is ridiculous in a way that feels intentional rather than accidental, and that distinction matters. This is a game made by someone who needed to make something loud and colorful after years of quiet, dark adventures, and that energy is readable in every bouncing sprite. It works best in short, focused sessions where the speed-runner itch and the collectathon itch scratch each other simultaneously. Expect around two to three hours for a first run, with procedural variance giving you reasons to replay if the core loop clicks. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Run-and-GunCollectathon-TimerProcedural-LevelsRetro-ArcadeWall-JumpUpgrade-ShopShort-SessionChaotic-Comedy

System Requirements

Minimum

OS
Win 10 (64 bit)
Memory
4 GB RAM
Storage
1 GB available space
Graphics
Intel(R) UHD Graphics 620 (or equivalent)
Processor
i5-8250U @ 1.60GHz (or equivalent)

Recommended

OS
Win 10 (64 bit)
Memory
16 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce GTX 1060 (or newer)
Processor
i7-9700 @ 3.00GHz (or faster)

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Game Info

Developer
Chaosmonger Studio
Publisher
Chaosmonger Studio
Release Date
Oct 21, 2024

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Frequently asked questions about Speedollama

Where can I buy Speedollama cheapest?

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What platforms is Speedollama available on?

Speedollama is available on PC, Mac, Linux.

When was Speedollama released?

Speedollama was released on 21 October 2024.

Who developed Speedollama?

Speedollama was developed by Chaosmonger Studio.