new keen mod

Showcase your completed mod here!
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shikadi
Posts: 147
Joined: Fri Feb 08, 2008 9:11 pm
Location: belgium

new keen mod

Post by shikadi »

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Flyingmouse
Posts: 104
Joined: Wed Aug 05, 2009 8:33 pm
Location: Procrastination

Post by Flyingmouse »

Get rid of KEEN3.EXE.
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Graphics: Graphics were serviceable, but could have been a bit better. What was needed most was for you to use more tiles. (See Levels below)


Levels: In general your levels were pretty good, but they were in the end very monotonous; you needed to use more tiles and more variety, more eye candy to keep people's interests. Graphics can make or break a mod, and as anyone will tell you, good graphics save bad gameplay better than good gameplay saves bad graphics. Steps could also have been taken to set the mood a bit better, some background scenery, signs instead of letters floating in the sky...

Map: Very dull and empty looking. First teleport is glitchy, we can see the edge of the map.

Level 1: Very basic and empty, could have used some more variety. The red-on-black letters shouldn't have been foreground like that. Exit door wasn't done correctly, looking glitchy.

Level 2: Another small, simple level. The grey ground tiles should have been foreground, it looks odd when Keen interacts with them. Again a bit bland. Yellow door too close to the exit and exit not done right.

Level 3: Again exit not done right. Water(?) tiles could have been arranged better, they look slightly off here.

Level 4: Gun shots and sprites quite inventive.

Level 5: Not a bad 'ghost' enemy here.

Level 6: Level style is becoming a bit repetitive. This is a larger level and one that requires some care.

Level 7: Exits still a bit buggy. Purple enemy is ok.

Level 8: Getting more interesting, still not too much to say.

Level 9: Ice level. First use of red keys, it should have been sooner. The ice is slippery which makes for an interesting dynamic.

Level 10: Introduced to the small seeking enemies. They're quite good, though pesky if you don't have the time.

Level 11: I see you use the guns rather well, they often shoot across an entire level. The red door over the spikes was poorly placed, that just looks cheap. Next to some spikes would have been better.

Level 12: Not much to say here.

Level 13: First of the red levels. The stompers could have been done better, tile-wise and looked a little more dangerous.

Level 14: Switch level. The actual switch puzzles were quite interesting and you have to be fast on your toes to get by here.

Level 15: The switch in this level was interesting, as was the red laser.

Level 16: Boss. Pretty basic but a good fight, again you have to be quick.


Story: Room for improvement here too. For one you should have got someone who speaks english to look over it and correct spelling and grammar. The story was also a bit sparse ('don't ask me' )and not so clear on what Keen had to do. It took two levels before I realized Keen had an oxygen time limit.


Gameplay: This had a unique premise, similar to Xky Keen 3. It thus had a lot of potential, had it been done right. In practice it came off more like 'run through this level before time runs out' which became a bit monotonous after a while. I think the levels could have been more focused on puzzle and split decisions (Choose a path, but if you pick the wrong one, there may not be time to get through!)


Overall: Not a bad effort, but could use more work.
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