Commander Keen 1 - Fase 01 Reinterpretation

This is where you can post your Commander Keen related stories, artwork, or other stuff that is related to Commander Keen but otherwise doesn't belong in another forum.
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pakesinho
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Commander Keen 1 - Fase 01 Reinterpretation

Post by pakesinho »

Hello everyone, I’m from Brazil and I don’t understand English very well. My fan art is meant to modernize the first game, making paths less repetitive and some items mandatory to pass a level. In the first one, it would be the Raygun and the Pogo inside the cave. The items would be to complete the level 100%, like collectibles to unlock things or have something extra to do. I hope Bethesda someday values Keen.
pakesinho
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Re: Commander Keen 1 - Fase 01 Reinterpretation

Post by pakesinho »

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pakesinho
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Re: Commander Keen 1 - Fase 01 Reinterpretation

Post by pakesinho »

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pakesinho
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Re: Commander Keen 1 - Fase 01 Reinterpretation

Post by pakesinho »

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pakesinho
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Re: Commander Keen 1 - Fase 01 Reinterpretation

Post by pakesinho »

The Raygun wouldn't have more bullets, but it could fire about 3-5 projectiles faster and then would have a reload time. The enemies wouldn't stay still forever; they would have a brief time before they start moving again.
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Snortimer
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Re: Commander Keen 1 - Fase 01 Reinterpretation

Post by Snortimer »

Interesting. I kind of like the idea of having different types of Yorps, although why have a "Danger Yorp" when Gargs exist?

What are you using to make this? Is this just screenshot mockups right now, or do you have an actual demo?
Member since at least 1998 with... ah... some long absences. I was even a moderator at one point. I'll probably keep coming back here and there as long as this place still exists.
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