I wanna be the Crimson Needle

Creator: Kale

Average Rating
6.7 / 10
Average Difficulty
84.7 / 100
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Tags:

Needle (27) 100_Floor (17) Long (9) Crimson (6) x_Floor (4) Original (1) 92 (1)

Screenshots

  • by P2shka
  • by Drug_Solo
  • by Drug_Solo
  • by Drug_Solo
  • by Bob
  • by AthgieninOr98a
  • by spawneable
  • by MoleTrooper
  • by Drug_Solo
  • by Bob
  • by Drug_Solo
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  • by P2shka
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Creator's Comments:

ActualKale [Creator]
The most influential needle game

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[20] Likes
Rating: 10.0 100       Difficulty: 85 85
Nov 12, 2018

86 Reviews:

Xplayerlol
Really long and really challenging needle-themed floor game. Every set of three floors (With a few exceptions) uses visuals that reference a different needle game, some of which are relatively well-known, some...not as much. The similarities are only visual, though, as in most areas the platforming itself has little to nothing to do with the referenced games.
Anyway, there's plenty of variety to this game. Many different design styles for all sorts of tastes. There are short saves with complex, precise jumps, as well as longer saves with individually easier jumps that derive their difficulty from their length. Some screens have a pretty layout of blocks and spikes that makes them unique, while others look more clustered, without as much aesthetic care involved. Some saves are well balanced, consisting of jumps in the same difficulty range, while others focus their difficulty entirely on a single jump (Or in a small set of jumps). Some areas feature really pleasant visuals, while others are just painful to look at. Fun and creative jumps are slapped together with generic jumps and abominations that require stuttering or some other kind of irky maneuver. Overall, it's just a bunch of different styles of everything coming together in a single game.
And, well, that's this game's downfall too. There are some styles you just don't want to see around, and this game has plenty of these. Take Floor 80, for example, which looks super nice, with an interesting layout and jumps on the slightly more inventive side, and then it ends with that wrist-breaking choke-able jump that everybody hates (Which is not a bunnyhop, I stand corrected. Took me a while to fix this one). Or maybe the whole Archfoe area, which is a painful compilation of generic jumps with horrendous difficulty balance and individual save balance that looks like anything but an Archfoe game. But my favorite, of course, would have to be Floor 92, the only floor that borrows its design from the game it references as well.
Floor 92 is hell. I feel like the more time you spend in it, the less likely you are to get past it. Your senses start to get dull, your eyesight fails, and so do your fingers. You can take a break, but when you come back you really don't feel like doing this at all. And, as in a reverse grinding, you start to get LESS consistent with your attempts. I mean, everybody that got this far can do a gate jump with a decent consistency. But it's not a single gate jump. It's almost 100 gate jumps in a row, with 16 pixel gaps in between some of them (And a diamond at some point. And one of the rows of gates belongs to both screens of the floor, so you keep switching between screens and thus you can't even see what you're doing). And then you remember that there are only two right heights to get past a gate jump, and so many ways it could go wrong. Doing them like diamonds is tempting, because it's faster and it skips the 16 pixel gaps, but it's much harder to get consistent at diamond jumps, so you're bound to fail anyway. It sucks. Life sucks. Why even bother. Anyway, that save killed a considerable amount of my motivation to finish this game, so thanks for that, Floor 92 and whoever thought it was a good idea to make it (Or not).
Even ignoring Floor 92, whenever I think of this game, I mostly end up remembering the time I spent on its horrendous sections, rather than the time I spent playing the fun parts. I also just checked the readme file, it says "Even if you don't like the game I'm sure you'll get more enjoyment out of playing it than I did out of making it", and now I feel really bad for the maker. And I still don't get what was the point of using the tilesets referencing other games if the platforming itself doesn't reference anything. Maybe there wasn't any point. Who knows.
Anyway, it is undeniably a lengthy game with plenty of variety, so if you like how that sounds go ahead and have fun, but I would definitely not recommend it.

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Tagged as: Needle Long x_Floor
[14] Likes
Rating: 3.9 39       Difficulty: 88 88
May 13, 2018
dopamine
Too hard for almost anyone to rightly appreciate, but a watershed occurrence. Interesting and influential without pretense, a sincere emotional investment in the aesthetic and psychological value of needle. A profound iteration of niche obsession. Wholly ineffable.

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[12] Likes
Rating: 9.2 92       Difficulty: N/A
Nov 9, 2017
star0z228
Did,Someboy Crimson?

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Tagged as: Needle 100_Floor Long Crimson
[12] Likes
Rating: 10.0 100       Difficulty: 90 90
Sep 28, 2015
LOLGamer
Another very overrated game, in my opinion. I wouldn't reccomend this unless you're a huge needle fan, or if you're trying to improve your needle skills.
Some of the rooms have great design and spike placement, but most of them don't. There is no difficulty curve, either. Some of the rooms are unimaginably harder than the others. It almost feels like a joke.
There is also room 92 but I don't want to talk about it since it's only one room. Just keep in mind that it's one of the cheapest rooms you will ever see in fangames.

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[7] Likes
Rating: 5.1 51       Difficulty: 92 92
Sep 10, 2015
Chatran
Important piece of history.

Game has a couple rooms that suck a lot but also has a lot of good stuff in it. Not as good as the successors, obviously, but still holds up well on its own.

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Tagged as: Needle 100_Floor
[6] Likes
Rating: 7.0 70       Difficulty: 75 75
Sep 10, 2015