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Commander Keen 1 - Fase 01 Reinterpretation

Posted: Sun Nov 30, 2025 15:14
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.

Re: Commander Keen 1 - Fase 01 Reinterpretation

Posted: Sun Nov 30, 2025 15:21
by pakesinho
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Re: Commander Keen 1 - Fase 01 Reinterpretation

Posted: Sun Nov 30, 2025 15:21
by pakesinho
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Re: Commander Keen 1 - Fase 01 Reinterpretation

Posted: Sun Nov 30, 2025 15:22
by pakesinho
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Re: Commander Keen 1 - Fase 01 Reinterpretation

Posted: Sun Nov 30, 2025 15:27
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.

Re: Commander Keen 1 - Fase 01 Reinterpretation

Posted: Mon Dec 01, 2025 7:57
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?