Commander Keen: Galaxy Reimagined (1.0.3.0 update released)

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namida
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by namida »

I received a PM from K1n9_Duk3 with some feedback, which I'll address here (yes, I checked he didn't mind me responding publicly).

I'll preface this by saying, I'm not sure if/when I'll do further work on this project. Interest just doesn't seem to have been all that high, which kind of means I'm not super motivated to put further work into it as opposed to learning other new things or spending time on other projects. With that being said, there's always the chance that I might wake up one day and decide "I feel like polishing CKGR a bit more today", or that the level of interest changes in the future, etc; not to mention it's open-source so there's always the possibility that someone using it as a base for their own work or similar makes changes based on this feedback, or even that someone making an entirely unrelated project finds something useful to take away from the discussion. So for this reason - I still fully encourage public feedback, positive or negative.
Hi namida!

Thank you for providing that new version of Galaxy Reimagined. I have played the game a bit and I have some constructive criticism:
- The game doesn't allow me to simply hold down the up key while walking towards a door or a switch. I have to stop walking and then press up.
This isn't something that crossed my mind, but should actually be relatively simple to implement and I don't see it doing any harm.
- The game doesn't let me "buffer" a jump. If I hit the jump key before Keen lands, Keen will not jump until I release the jump key and hit it again.

These control issues wouldn't be quite as bad in a "normal" Keen game that gives the player the ability to stun enemies right away. But this game forces the player to avoid enemies and then places enemies near doors and switches. Being hurt (or killed) because of clunky controls isn't fun.
Jump buffering did get brought up during the beta period. Based on feedback, I did implement this to an extent - but only within a certain period prior to landing.
- In the original Keen: Galaxy games, I can press left/right when Keen is on a pole and his feet are close to a floor that Keen can stand on to make Keen get off the pole. It feels strange to be forced to hit the jump key to get off the pole.
Keen should automatically dismount a pole if he climbs it all the way to the ground (ie: don't even need to press left or right; just keep going down until he hits the ground). Or are you saying that if he's *close*, he should be able to just start going left or right as if he were standing? If so, yeah, that shouldn't be too hard to do.
- I can see that you made Keen stop at the bottom end of a pole instead of falling off, perhaps to allow the player to look down without falling down, but maybe a "smart" exception that lets Keen fall off when there is a (non-deadly) floor to land on within 2 or 3 tiles below the pole could be implemented.
The issue I see with that is, how "smart" should it be, and at what point do we encounter the situation of "there's always something else that can reasonably be argued should be taken into account"? The idea also crossed my mind of having a user-selectable option that restores the official game behavior here, possibly together with the ability to hold a certain key while climbing down to *prevent* Keen falling off (in case there's an occasional situation where the player does still want to look down).
- Keen grabs edges while still jumping up in this game. In the original games, he can only grab edges while falling. There are positive and negative aspects to this. If Keen is not going to be able to land on the edge anyway, then grabbing it on the way up saves me some time. But if Keen would have been able to make the jump, the edge grab and climb animations might take longer than the jump would have. I can also see this becoming a problem if there is an enemy coming after Keen: If Keen grabs the edge instead of continuing to jump and then land on top, the enemy might touch and hurt Keen while he's climbing up.
Hm, I think I'd like to get feedback from more people on this one before I decide on whether changes should be made here. The other thing that comes to mind is that eventually, most such jumps are going to be performed with the pogo anyway, from which Keen won't directly grab a ledge - so at that point, the player pretty much controls (by virtue of being on the pogo or not) whether ledges get grabbed.
- In this game, Keen "slides off" edges instead of landing on them when he didn't make it far enough onto the edge to actually land on it. This also happened in Keen Dreams, but Keen 4-6 had a "kludge" that moved Keen far enough onto the tile to land if he would slide off otherwise. If you decide to implement this, please make sure it will only move Keen onto the edge if Keen is facing/moving in that direction. The original Keen 4-6 only did this for tiles with a flat top edge, since slopes can make it more difficult to detect if it is necessary to move Keen.
Honestly, this felt a bit awkward to me too at first. There is a kludge - not exactly the same in nature - on some wider enemies (like the flying blue bird, the dopefish, etc) for this sort of situation actually; doesn't completely prevent it but reduces the severity of it. On the flipside, I eventually just accepted this as a mechanic during development, and designed the levels around it - including at least one case where there's an area that you're specifically unable to enter from one side due to this. But it's probably not impossible to redesign the relevant parts if need be.
- The game could really use a help section. What are those color-coded exclamation marks over certain levels on the world map supposed to mean? What does the star rating mean? Where am I supposed go after Slug Village? Can I even "beat" certain levels when I don't have any ammo? I feel like I'm playing a pirated version of a cryptic game for which I don't have a manual. This might provide a sense of nostalgia for some people, but this is not what the Keen: Galaxy games were like at all. They always came with either a built-in help section or a printed manual.
I should probably do some kind of proper Help, yeah. Not sure if I'll go to the extent of making it in-game though, maybe a (modern equivalent of) an included help file is more likely here.

Regarding those questions:
- Exclamation marks indicate levels that are useful to visit at the moment. Red = a level that blocks your path (ie: more levels become accessible purely by beating it, without any need to obtain specific items in it etc) *and* you have all items necessary to beat it. Green = contains a gnosticene (or similar collectible) that you can obtain with the items you currently have. Blue = contains an item (like the pogo or stunner) that you can obtain with the items you currently have.
- Star ratings indicate how difficult the level is.
- Technically, there are only two levels you need to use the stunner in (the one it's obtained in, which can be beaten without using it by abusing the grace period after losing a life; and the penultimate level, which absolutely requires it).

In the meantime, let's just add some notes on this into the first post; better than nothing.

I will mention that even once you do obtain the stunner, evasion is still the primary means of dealing with enemies, so if you're not keen on that, this game might not be for you. You start levels with a certain amount of ammo (6 on easy, 5 on normal, 4 on hard), and pickups do exist but are fairly uncommon and only give one extra ammo each.
- Having Lindsey just vanish into nothing seems a bit clunky. I used the Treasure Eater's smoke sprites when Lindsey vanishes in FITF, maybe you could do something similar.
Good idea.
- The walking animations on the world map could use some polish. It looks like Keen is limping when you walk northwest or southeast. If you don't want to look at the reconstructed source code, I would recommend that you record some video footage (CTRL+ALT+F5 in DOSBox by default) of Keen walking around on the world map in the original games and then go through the video frame-by-frame in VirtualDub to find out what the walking animation really looks like in the original game. I used a similar approach when I wrote ReDuke. You can also enable the slow motion cheat in Keen, that might already be enough to spot where you might have taken the wrong approach in your implementation without having to use video capture.
The current animation pretty much just cycles through the frames. I did think something felt a bit weird about it, but couldn't really put my finger on why.
- I felt like the rules for when the Lick starts an attack differ slightly from the original Keen 4 behavior, or maybe it was a matter of different hitbox sizes. In any case, the Lick hit me when I thought I was safe. But then again, I usually don't let the Licks live long enough to actually start an attack when I play Keen 4. If your game had given me the ammo to stun the Lick, I probably wouldn't have noticed any difference between your implementation and the Keen 4 version.
This is kind of getting into the "it's never going to be an exact clone" realm IMO. Keep in mind that I generally avoided referring to reconstructed/etc source code of the official games here, firstly to avoid the risk of GPL contamination but also because I was more interested in just making the game fun (and the learning along the way) than necesserially being an exact remake.
- I tried to give your game a second chance after my visit to the pogo room (see below) and played a bit of the Moon Pyramid level. I stepped up to the floor below the retracting spear and got hurt by it, even though the visible pixels of that spear definitely didn't touch Keen's sprite at all. This would have been impossible in Keen 4, because the spear is a tile hazard, so it would be aligned on a tile boundary and would never hurt Keen in such a situation. Since Keen's hitbox is less than two tiles high, the spear could never be one pixel above Keen's head and still hurt Keen. I might be more forgiving about this and accept it as your game/level design if you had used all-new graphics assets instead of making a Keen game. But when this happened, the word "bullsh*t" left my mouth and my fingers landed on ALT+F4. Presenting something that looks familiar but follows significantly different rules is just unfair.
Firstly - they're still a tile hazard here too. To be honest - I'm not sure what the outcome is in the official games in this situation. I recall that I specifically set it this way so that when a trap of this kind was 2 tiles above the ground, Keen couldn't stand upright under it but *could* duck under it (by looking down). You're right though, this does look really awkward here when I pay more attention to the visual rather than just physics aspects. That particular spear trap that got you doesn't really matter that much if Keen can stand under it or not; I would need to check if any other deadly tiles do before I make changes here. (One option is altering Keen's hitbox; another is making it so that only the inner, say, 12x12 area of such a tile actually functions as deadly.)
- I don't like the fact that Keen starts with no ammo and that there don't appear to be any ammo pickups (at least not in the level I've played). Keen has always been about shooting at the right time, and sometimes about deciding which enemies to shoot and which ones to avoid to save ammo, but they have never been about being forced to avoid all enemies because the game didn't give you any ammo at all. I could perhaps live with a severely restricted ammo limit that can be increased by collecting bigger/better weapons or power cells for the stunner, but not this. I think it's a terrible introduction for a Keen game. If you want to make things interesting, you could put a more powerful weapon (with severely limited ammunition) in one of the later levels and make that weapon kill the unstunnable enemies like the Dopefish, Arachnut, Bird, Robo Red, Bobba and whatnot. That would also allow you to block certain passages with an enemy until the player has the resources to overcome that obstacle.
Story-wise, he starts without a functional neural stunner. He can have a functional one again fairly early in the game though. However, "enemy blocks the path until you can shoot it" is not a common setup in this game - it happens almost immediately after the functional stunner is obtained, to make sure the player does pick it up and is aware of how to use it, but that's pretty much it.
- Your levels could use some better difficulty balancing. I made it to the pogo stick while playing on easy(!) and that's where I gave up. Combining enemies that require precise timing to get past (Mad Mushroom) with enemies that erratically fly around (Skypest) is just awful to begin with, but setting this up over a damage floor that might as well be instant death is the game design equivalent of a gigantic middle finger to the player. There is nothing fun about that section and you don't even have the courtesy to let the level end when I grab the quest item (you know, like Keen 4 & 6 used to do when you collect such an item). You don't even give me a checkpoint when I pick it up. There was nothing even remotely fun up to this point, at least not for me, so I stopped playing.
Checkpoints on collecting an item is an idea that seems good at first, until you consider the impact on replaying the level: The item won't be there anymore when you come back a second time (because you already got it), so you now have to do the level with one less checkpoint. If you come back for 100% completion purposes later, or just to get something you couldn't get the first time... replacing it in such cases with a regular checkpoint could resolve this, but most of these items have a checkpoint pretty near by anyway (in some cases it does end up as a choice of "do I get the checkpoint before the item, or after coming back from wherever the item is", Lifewater Oasis included).

You're right though that this room is a major pain. It's already been nerfed in difficulty (even on Hard) a couple of times, but maybe further changes are needed still...
Don't get me wrong, I think that it could be fun to search for special items that unlock parts of other levels that you can revisit later to reach new sections of these levels. I bought 11 LEGO games that kind of work like this (LEGO Star Wars 1-3, Indiana Jones 1+2, Batman 1+2, Harry Potter 1+2, Pirates of the Caribbean, Lord of the Rings) and I 100%-ed all of them. But your level design and the decision to not give me any ammo makes me want to play those games (or basically any other game) instead.

If your game had told me where to find ammo, so that I had some indication as to how much crap I would have to suffer through before I could start playing something that resembles a real Keen game by more than just looks and sounds (in other words: when the game *might* start being fun for me), then I might have continued playing. I think opening the game with a more linear worldmap design that leads players to where they get the stunner and then makes the rest of the levels accessible would make the game much more enjoyable. It would also make the difficulty easier to balance if you know exactly which levels would have to be played without the stunner and which ones would be played with it.
Well, in fairness, it doens't tell you because it didn't make it clear what the !'s above levels mean. So making that clearer (via a "help file") should improve this situation - then players would know (or at least easily figure out), complete Slug Village, then if you want to get some of Keen's usual abilities ASAP, look for the levels marked with blue !'s (which will be, once Slug Village is out of the way, Lifewater Oasis first, for the pogo, then Pyramid of the Moon second, for the stunner - you won't be reaching the stunner without the pogo).

I wonder if perhaps the help should explicitly spell out the few "first steps" for the player - "start with Slug Village, then you need to grab at least the Pogo, preferably the Stunner too, and rescue two gnosticenes, the ones you can rescue at this point are in levels X, Y, Z". The ! hints would reveal most of this information anyway, albeit progressively, but perhaps something more direct for the start of the game is worthwhile?
Even little things like signs that mark the passages that the players shouldn't even try to explore before they find a certain item could already help a lot. I found a switch in Hillville that has a slug next to it, which makes it almost impossible to flip that switch without getting hurt. Am I supposed to just take the damage (given that Keen doesn't die in one hit anymore) and quickly hit the switch or am I supposed to skip that section and return later when I have a weapon?
Nothing that isn't connected to secret levels requires abusing the grace period / non-one-hit-deaths, though it is an option in some places like this. Coming back with ammo is an option as well. As is simply timing things very well.
I have come up with a general guideline for difficulty balancing: You as the designer -- who knows every level inside and out and who knows how the enemies will behave -- must be able to beat a level ten times in a row without dying when playing on easy, otherwise it definitely needs to be redesigned. It doesn't really need to be exactly ten times in a row, the point is that the most experienced players should have absolutely no problems at all when playing on easy. Hard can be as hard as you want, but you need to be able to complete the game on hard at least once (without cheating) to make sure that it is possible to beat it. Normal mode can be anything in between these two extremes, but I would recommend something where the expert player's success rate is above 70%. If you know any better rules for balancing the difficulty, then feel free to share your thoughts.

I wrote this message because I think that the game could be much more fun (at least for me) if these points got addressed in a major update. The potential for a much better game is definitely there. I could just have deleted the game, but I wrote this message instead.

-- K1n9_Duk3
I went for a bit of a different philosophy here - initially, I didn't have difficulty modes at all. They were quite a late addition to the game; the "one-size-fits-all" difficulty from prior to that became Normal, so it's by far the most tested. On the other hand, most beta testers played on Easy, so I would've thought if anything was considered too hard even there, it would've been flagged. All sections of the game have been tested multiple times on Normal, including one full-game-no-cheats run; Easy and Hard have only had general testing (eg. "does the spawning different enemies work?") and testing of individual segments / levels. I'm quite open about this - Normal is still the intended way to play, and the others are just there for people who find that too hard (or too easy) but aren't as well tested.


As mentioned, it's uncertain whether I will do any more updates (I'll likely do the help file at least, eventually), but if I do, you've definitely raised some good points here.
Commander Keen: Galaxy Reimagined - a reimagining of Goodbye Galaxy and Aliens Ate My Babysitter
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by namida »

Begun working on the Help document already.

I'll ship it with the game once it's complete, but for now, I've put the WIP version online here (linked in the first post as well): https://www.nv.wtf/ckgrhelp/

The Items and Enemies sections aren't there yet, but the rest is (although could use some images, tidying up, etc - but it's a start, it has the information at least).

EDIT: The Items section is there now, and I've also added plenty of images. Still need to do the Enemies section though.
EDIT: Enemies page is up too, though without pictures at this stage. It still mostly tells you what enemies to expect, as well as noting some differences from the official games in their behavior as well as differences in their behavior between difficulty settings.
EDIT: And it has pictures too now. Fixed up an ordering mistake as well.
Commander Keen: Galaxy Reimagined - a reimagining of Goodbye Galaxy and Aliens Ate My Babysitter
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by יצחק »

The most important thing! It is to have options to save whenever you want with no restrictions at all like all normal games. I beg you to have such a possibility! Even our YouTuber can't play it. After all, games are meant to be enjoyed, not to suffer. I'm begging! I can't play it without saving because I keep getting banned!
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by namida »

I mean... Keen 1-3 and many other classic (and modern, for that matter) games didn't have in-level saving either and everyone played those just fine...

The checkpoint cheat is as close as this game is going to get to save-anywhere. Sure, reloading from a checkpoint is a bit different to the exact-reload from the official Galaxy games (eg. enemies respawn, as do life / ammo pickups, and Keen's ammo and lives are reset), but it achieves the same goal. If your concern with that is that you "don't want to use a cheat", consider this - is it really any different from saving all the time in Galaxy/AAMB, outside of whether the game calls it a "cheat" or not? (Or are you coming at this from an angle of "I need to save and stop playing, and pick it up again later, more often than I come across checkpoints?")

Just in case you didn't realise this - if you reach a checkpoint in a level, then exit the game; when you come back and load your save, Keen will continue from that checkpoint, not from the start of the level. And yes, this even applies to checkpoints that come from the checkpoint cheat.

There's two reasons I'm not going to add save-anywhere - the first is because for a game like this, it's basically a cheat code even if we don't call it one. And to be clear, I have nothing against people using cheats if it makes the game more fun - I added some cheats to Reimagined for development purposes, and left them in the release because sure, nothing wrong with people using them for fun if they want - but asking me to specifically implement an extra one is a big ask, especially something of this scale (if someone said they wanted one that's relatively simple to implement like, let's say, the Slow Motion cheat, I could maybe do that). And that ties into the second reason: It would be a lot of work to add this. Galaxy Reimagined's saving, and gameplay, is not designed around such a feature. Every single bit of data, on every enemy, tile, in-game entity, would need to be added to a save file. If even one gets missed (and there's no realistic way to automatically tell the code "just go through everything and save everything", that's not how coding works unless the code in question was written with having that ability in mind from the start), the result is glitches where at best the save loads slightly incorrectly (eg. an enemy might be suddenly facing a different direction than when the player saved) and at worst outright crashes when loading or glitches in a way that's not recoverable and thus your save data is lost.

If you play on Easy, Keen needs to take 6 hits before he dies (outside of a few specific exceptions like the Dopefish) and must go back to the last checkpoint. Aside from Bloogwaters Crossing (which is a very short and very easy level), every level has at least one checkpoint, most have multiple especially on Easy. Do you feel it doesn't give enough of them, even on Easy?

Also, what do you mean by "keep getting banned"?
Commander Keen: Galaxy Reimagined - a reimagining of Goodbye Galaxy and Aliens Ate My Babysitter
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by K1n9_Duk3 »

Just a suggestion: If a level has an exclamation mark, add a short description of what that mark stands for in the level name window that pops up when Keen is at the right position to enter that level. That could already help a lot if the player did not read the external documentation.
Keen should automatically dismount a pole if he climbs it all the way to the ground (ie: don't even need to press left or right; just keep going down until he hits the ground). Or are you saying that if he's *close*, he should be able to just start going left or right as if he were standing? If so, yeah, that shouldn't be too hard to do.
I was mainly referring to situations where Keen climbs up through a pole hole. Pressing left/right made Keen let go and start falling/walking once his feet are within one tile above the ground in the original games. I haven't seen any poles that allow Keen to go down until he hits the ground in your game, at least not in the levels I've played so far.
I mean... Keen 1-3 and many other classic (and modern, for that matter) games didn't have in-level saving either and everyone played those just fine...
I would say not being allowed to save in the middle of a level was okay in Keen 1, not so much in Keen 2 and 3. It was accepted at the time because people didn't know any better and being able to save at all was still uncommon for platformers, but that doesn't mean it's the best solution.

For example, the Gargs and the Tank robots (the ones that shoot) are very easy to read. The robot stops moving before it shoots, usually giving you enough time to react and get out of the way (or time a jump and jump over the projectile). The Gargs need to stop moving before they can start running towards you, and they can only start running if Keen is standing/walking at the same floor level as them at the end of their stand animation, again giving the player time to either get out of the way or shoot the Garg. The Yorps can randomly start a jump or stand still, but they are only dangerous if they push you into other dangers and they are slow and can be zapped if necessary. The butler robot doesn't have any random behavior, so it's easy to avoid. The only potentially unfair enemies in Keen 1 are the Vorticons. They are deadly, can randomly start jumping without warning and their jump height is also random, so jumping over them or running under them when they jump is Russian Roulette. Even shooting them doesn't always work, since they could jump and dodge the shot, making the player waste precious ammo. But there are only four Vorticons in the entire episode, never more than one per level, and they act as bosses at the end of the level, so their random behavior that may lead to unfair deaths is somewhat tolerable.

In Keen 2 and 3, however, the various Vorticon types are far more common and often show up in hordes. Their random behavior can cause quite a lot of unfair deaths, especially when the level designer added a Vortikid into the mix. The registered episodes are far less polished and therefore less fun to play. They really benefit from mid-level-saving, which is possible if you play them via Commander Genius instead of playing the original games (in DOSBox).

Some modern games might have gone back to saving between levels (or restarting the level when loading the game), but those games still need proper balancing and fair enemy (and level) design in order to be successful.

By the way, did you know that there are absolutely no "hatched" Blue Birds at all in Keen 4 when playing on easy? There are eggs, but there won't be any birds if you don't break the eggs. I just played a bit of your Crystalus level (on easy) and thought I should mention that. And while I'm at it, I think I should also mention that using recovering enemies like Blue Birds and Arachnuts in a game with such a restricted ammo limit is absolutely terrible game design, at least in my opinion.

Maybe I'm wrong, but I get the impression that you never even played this game yourself without cheating. Either that or you are simply much better at this game than I am.

I played a bit of the Pyramid of the Sun level and made it to the door that requires the yellow gem. A Berkeloid came from the left and eventually blocked the path to the left. It simply would not move back far enough to allow me to jump over it. Did that never happen during playtesting? It happened to me at least twice.

The ceiling at the top of that pyramid, above the pole with the fire hazards on each side, also needs some extra work. When I jump from the pole to the right, I hit a blocking tile (bottom end of the yellow bricks) and fall straight down onto the fire when I use the pogo.

When I reached the green gem door in the Pyramid of the Sun, I explored the passage to the left and got to the two flasks. When I made it back to the section where the green gem was, the Berkeloid was now hovering back and forth between the wall on the left and the fire, which basically made it impossible (or at least highly unlikely) to get past it. I would like to remind you that I am still playing on "easy".

The platforming section over the fire in the sun pyramid also seems pretty unfair. Since Keen cannot land on the moving platforms during the bounce animation (why?), missing a platform often forces the player to take multiple hits and basically means an instant death. You made it unnecessarily complicated by giving the platforms varying path lengths, forcing the player to wait until the platforms align in a way that allows jumping to the next platform. And since you didn't disable Keen's idle animation on platforms, it's possible to miss the right moment for the jump because Keen started reading a book. This would never happen in the original games and is another example of your game not behaving like most people would expect it to behave. It's good that you placed animated torches in the background that can be used as a reference point to remember where the platforms are going to turn around. That is good design.

I made it to Fribbulus Xax after finishing the sun pyramid (I should probably mention that I modified the BWB level and placed a stunner there) and I got killed by a sleeping Babobba in Guard Post 1. Did you not know that the sleeping Babobba is harmless in Keen 6?
Firstly - [the retracting spears are] still a tile hazard here too. To be honest - I'm not sure what the outcome is in the official games in this situation. I recall that I specifically set it this way so that when a trap of this kind was 2 tiles above the ground, Keen couldn't stand upright under it but *could* duck under it (by looking down). You're right though, this does look really awkward here when I pay more attention to the visual rather than just physics aspects. That particular spear trap that got you doesn't really matter that much if Keen can stand under it or not; I would need to check if any other deadly tiles do before I make changes here. (One option is altering Keen's hitbox; another is making it so that only the inner, say, 12x12 area of such a tile actually functions as deadly.)
Like I said, Keen's hitbox is less that two tiles tall and slightly less than one tile wide in Keen 4-6. Standing underneath such a tile hazard would not hurt Keen. I saw the retracting spear more as a way to make the necessary pogo jump more difficult. The spear probably wouldn't allow the player to get on the pogo and do the high jump after the first bounce, since the spear would probably come out before that. To me, getting this timing right is enough of a challenge, you don't need to force the player to duck to avoid the spear on top of that.

Reducing the deadly area of the tile hazards is definitely worth a try. Not just for the spear, but for the fire tiles (and possibly others) as well. It's usually better to let the player survive when touching the edge of a deadly tile than to kill the player when the visible sprites didn't even touch the hazard.
I'll preface this by saying, I'm not sure if/when I'll do further work on this project. Interest just doesn't seem to have been all that high, which kind of means I'm not super motivated to put further work into it as opposed to learning other new things or spending time on other projects.
I can see why there doesn't appear to be all that much interest in this game. First of all, it's a Windows game, not a DOS game, which might limit your target audience. Some community members are using Linux or maybe even Apple systems to play Keen mods in DOSBox, so they might not even have a system that can run your game. The second hurdle was requiring .NET to play the initial release. The third hurdle is that your game appears to be a 64 bit program, so it won't run on 32 bit Windows systems, narrowing down your target audience even further. And given my past experiences, it probably doesn't work at all on Windows XP, Vista, 7 or 8. Yes, such systems are old and are probably not getting any security updates anymore and therefore shouldn't be used to go online, but people can download stuff with their smartphones and copy the files onto whatever PC they have.

The fact that your game/level design is simply not all that great certainly doesn't make it easier to generate more interest.

I believe that any game designer's top priority should be to make a game that you enjoy playing yourself. If you manage to achieve that, it's a win. But it's no guarantee that everybody else will like it as much as you do. You can either accept that or you can provide options to make it more accessible and enjoyable for other people.

Have you ever considered the fact that a game like Keen might be played by 5 year old kids? Even on easy, your game is not even close to something a kid could play.

I would cut at least 50% of the enemies currently present in your game on easy. The jumping puzzles and tile-based hazards can be enough of a challenge on their own, you don't need to add enemies (that the player can't kill) on top of that. I would also remove some of the hazard tiles or at least change the way the hurt bounce animation works. In its current implementation, I often got Keen bouncing back and forth between two tile hazards, or between a tile hazard and a wall, which kind of defeats the point of allowing Keen to take multiple hits in the first place.

If you don't want to redesign your levels, my suggestions would be:
- get rid of the bounce effect when Keen gets hurt (would have allowed me to run through the Berkeloids blocking my path)
- increase the mercy invincibility to at least 2 seconds
- give the player unlimited ammo on easy (or let the stunner slowly recharge over time when Keen has no ammo left)
- let all enemies that got stunned before reaching the last chekpoint remain stunned when restarting from that checkpoint
- if the player falls into the water or another instant death hazard, allow an instant respawn where the player last touched the ground (should be easy to track and only requires two new variables), without resetting the level
- count the number of deaths in the current level and display them in the level info box on the world map to provide some motivation to finish the level with as few deaths as possible
- I haven't played any underwater sections yet, but maybe just make the Dopefish spit Keen back out? Or simply make it not eat Keen the moment it touches him and instead add a delay of like a second or two before it eats Keen, to allow the player to get out of the way? Update the "respawn position" once per second while Keen is swimming?
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יצחק
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by יצחק »

I would appreciate it if someone would make a YouTube video of the entire game so I can see the game in its entirety. Because I can't play it, but I would definitely love to see a complete video about the whole game from start to finish. So who is willing to make such videos for us? Thank you very much.
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Re: Commander Keen: Galaxy Reimagined (Source code now available)

Post by namida »

יצחק wrote: Sat Nov 16, 2024 20:02 I would appreciate it if someone would make a YouTube video of the entire game so I can see the game in its entirety. Because I can't play it, but I would definitely love to see a complete video about the whole game from start to finish. So who is willing to make such videos for us? Thank you very much.
Honestly, I was kind of tempted to record such a video just to prove that no, this game is not unreasonably hard at all (except maybe on actual Hard difficulty) and nor is it "unplayable" on account of not being able to save scum your way through the challenging parts... I'll let you know if I do.

That aside, I had already prepared some changes that would further nerf the difficulty on Easy, though haven't released them yet - I'll likely release it very soon, and then honestly, I think I'm just done with this game after that. It seems the majority of people just aren't open to the idea of any significant differences in how a Keen game plays (despite that the difference between the actual Galaxy games and this one, is probably less than the difference between Vorticons and Galaxy, and no one seems to mind that), and so this game isn't really of that much interest to the community (but, I still may as well release what I've already made).
Commander Keen: Galaxy Reimagined - a reimagining of Goodbye Galaxy and Aliens Ate My Babysitter
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Re: Commander Keen: Galaxy Reimagined (1.0.2.0 update released)

Post by namida »

Okay, 1.0.2.0 is out.

Changes:
- A proper Help is now included. It's not in-game; open "index.html" in the Help subfolder to view.
- Many enemies have been removed when playing on Easy (as well as some Blooguards downgraded to regular Bloogs on Easy).
- Made that room in Lifewater Oasis (if you've played it, you know what one) significantly easier on all difficulties (even Hard).
- Cheats can now be enabled with the traditional A-2-Enter combo rather than having to use a command line parameter.

Download: https://nv.wtf/GalaxyReimagined_1.0.2.0.zip

I'm likely not going to update this any further, as it's served the purposes it needed to for me personally, and it just doesn't seem that the game is a good fit for the community's tastes - yeah, I could fix some of the minor issues, but it's still going to be a game that seems to just be too different from the official Galaxy games to appeal here; that can't be fixed without completely changing the nature of this game.

(Or maybe I should think about reworking it into an original IP... of course, that would've made more sense if I hadn't open-sourced it first.)
Commander Keen: Galaxy Reimagined - a reimagining of Goodbye Galaxy and Aliens Ate My Babysitter
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Re: Commander Keen: Galaxy Reimagined (1.0.2.0 update released)

Post by banana »

I've been playing this on Normal and it's a lot of fun. It's definitely a bit getting used to the controls that are slightly different from the traditional Galaxy engine, but once you get past that hurdle it's great, and the swimming controls honestly feel better than the original. I love that you collect the useful items and can go back to previously played levels to try and satisfy that completionist urge. Trying to avoid most enemies rather than shooting everything is also a bit of a change of mind, originally you'd just shoot everything even on Hard and have plenty of ammo leftover. I also like that I can see the max score of a level on the world map and how much progression I've made.

As far as level design goes, I like most levels quite a bit. There are some tricky parts but for the most parts it feels like I can get past by "getting good" and learning the trick to get past, rather than being punished for bad luck (Pyramid of the Forbidden tar chamber with the Skypests anyone).

That said, it is quite difficult even beyond not having in-level saving everywhere. I think if you labelled what you have now as Normal Hard, what you have now as Easy as Normal, and what you have now as Hard as Brutal or Very Hard or Extreme, I feel like it would somewhat more accurately reflect the difficulty players would expect. I haven't actually tried Easy, but Normal seems to be as difficult or more difficult than Hard on other Keen games.

Aside from that, some small tidbits here and there, mostly the difficulty stars don't always seem to be accurate:

-Sand Yego and Crystallus could probably do with an extra star, Sand Yego is a tough level with how fast the Arachnids are and the amount of Mimrocks, and there are so many blue birds in Crystallus and it's a big level.
-Cave of Descendants could probably be 3 stars instead of 4. It has a couple of tricky jumps at the end with all the Mad Mushrooms but other than that nothing too bad, I'd say it's comparable in difficulty to Pyramid of the Moon.


-Pyramid of the Sun seems inaccurate with its displayed max score on the world map. I'm missing about 11k points and I can't find any more points in the level even with the level map from the omegamatic.
-Bloogtower misses 10k points, can't find the last 10k either similar to Pyramid of the Sun, even with the map.
-The Gik seems to have slightly too large aggression range. Maybe I'm missing something but if you are on the same plane as the Gik you just can't jump on its back even with the pogo, it attacks from too far away. I got stuck on the Xax Valley Woods several times because of this.
-Orbatrix seems overly friendly, not willing to roll up into a ball and attack at all.
-Dopefish can chase after you even if you leave the water, it continues to swim in the sky which is very odd.

Despite those tidbits I really like this game. I've made it to the omegamatic by now and have two fuses broken and am at about 70% completion. There are a lot of ingeneous and fun tricks in the level design and the satisfaction when you finally get past a part that you first thought was unfair or broken before getting that "aha" moment where you figure out the trick is very nice. It isn't really a game that you can just hop in a level, savescum at every part until you get past it, and then beat it, but with essentially infinite tries at the levels you can adopt a mindset of just trying a level a bunch of times until you really know the level and get the tricks, and then you can get by it. It's something different from the traditional Galaxy experience but one I actually really like.

One question: what do the yellow stars next to the level name mean after you complete the level? I think two stars are for green-flagging the level, but I'm not sure. And I think the green keen flag is completing the level without using a Lindsey respawn. But I don't know what getting one star means.

I should note that I think I am quite good at the Galaxy games. I can make it through Gridlocks Alphamatic and Atroxian Realm on Hard without much difficulty now that I know the levels in those games, only Command Centre in the Alphamatic still gives me quite some trouble but that's a bonus level and really was designed with in-level saving in mind. When I suggest that this one on Normal is quite tough, I do mean it. I can jump over the Arachnids and the Blue Birds, but when they come in numbers it gets really tough, and the Arachnids are really fast and sometimes do change direction a tad erratically (this is mostly what makes Sand Yego such a difficult level). The Fribbulus Xax enemies seem okay and not too bad, aside from the Giks that need a little modification. I haven't faced much of the Omegamatic yet, though two things to note are that the Robo Red is evil. When Robo Red goes shooting, it shoots a lot more than the original and if you are caught you can often lose like 3 lives because the immunity period is much shorter than the time it keeps shooting. Second is that the Shockshund's hitbox is a tad smaller than the original. If you're on the same horizontal floor as the Shockshund your shots actually go over it rather than being able to stun it. Shockshund really is an enemy to avoid rather than shoot here, but it can be quite a dangerous enemy. And Sphereful is a lot faster than the original, it can be quite a dangerous one here.
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Re: Commander Keen: Galaxy Reimagined (1.0.2.0 update released)

Post by namida »

-Pyramid of the Sun seems inaccurate with its displayed max score on the world map. I'm missing about 11k points and I can't find any more points in the level even with the level map from the omegamatic.
-Bloogtower misses 10k points, can't find the last 10k either similar to Pyramid of the Sun, even with the map.
I can assure you they're not wrong. But I'll leave it to you to figure out the rest. ;)

If you really want a hint: Look around the Omegamatic for cryptic hints. While the primary purpose of them is something else, they'll help you with this too.
One question: what do the yellow stars next to the level name mean after you complete the level? I think two stars are for green-flagging the level, but I'm not sure. And I think the green keen flag is completing the level without using a Lindsey respawn. But I don't know what getting one star means.
One star = completed the level without restarting from a checkpoint, but didn't get a perfect score.
Two stars = got perfect score without restarting from a checkpoint (this also gives the green flag).
though two things to note are that the Robo Red is evil. When Robo Red goes shooting, it shoots a lot more than the original and if you are caught you can often lose like 3 lives because the immunity period is much shorter than the time it keeps shooting
Actually - Robo Red's shots ignore the grace invulnerability period, similar to how spikes and other environmental hazards do (as well as underwater mines). That's why they can eat through your lives so quickly. The number of shots he fires varies with difficulty setting, as well - far less of them on Easy.
Commander Keen: Galaxy Reimagined - a reimagining of Goodbye Galaxy and Aliens Ate My Babysitter
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Re: Commander Keen: Galaxy Reimagined (1.0.2.0 update released)

Post by SodiumtheGlitcher »

I can't download the zip file. I think it is because Chrome thinks that the website has a virus. Could you fix this or move it to another site?
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Re: Commander Keen: Galaxy Reimagined (1.0.2.0 update released)

Post by banana »

Okay, I'll try looking some more. Any hints towards the Gik? Is that just a me thing and am I missing a trick to get on its back when I can't approach it from above with the level layout? It's the area behind the hand-mark below the start of the level that I just can't leave even when luring the Gik to that area first. That level is the only one where I still need to get the batteries.

Also, just fought the Shikadi Master. Holy garg that thing is a monster in this game. Atroxus is absolutely nothing compared to it. It still can only move by teleporting but the attacks it uses are so much more evil than the original that isn't that hard to dodge. Really cool boss battle.
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Re: Commander Keen: Galaxy Reimagined (1.0.2.0 update released)

Post by K1n9_Duk3 »

banana wrote: Mon Nov 25, 2024 19:39 Any hints towards the Gik?
You must jump on its back from behind. Walk up to a wall and jump/pogo before the Gik jumps. The Gik wil jump, hit the wall and turn around. Then you can jump on Its back and ride it across the spikes or whatever.
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Re: Commander Keen: Galaxy Reimagined (1.0.2.0 update released)

Post by יצחק »

התחלתי לשחק בזה. מאד נחמד. אבל קשה רצח!
אני אבקש אם אפשר לעשות סרטון של כככל המשחק בשלימותו כדי שנדע יותר איך לשחק עם פחות צ'אטים חחח
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Re: Commander Keen: Galaxy Reimagined (1.0.2.0 update released)

Post by namida »

Okay, why not, I started doing a developer playthrough video series. This is recorded after a couple of months of not playing the game all that much.

https://www.youtube.com/playlist?list=P ... o5PPsoQkj5

So far, it's got me playing up to obtaining the Grappling Hook. No promises on if / when I'll do any more, just to be clear.
Commander Keen: Galaxy Reimagined - a reimagining of Goodbye Galaxy and Aliens Ate My Babysitter
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