Crimson Needle 3

Creators: Kale, PlasmaNapkin, Zero-G

Average Rating
9.2 / 10
Average Difficulty
89.1 / 100
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Tags:

Adventure (2) Needle (27) Trap (3) Gimmick (20) Medley (1) Long (8) Trigger (1) x_Floor (4) Secret (1) 100F (1) floor (1) NeedleGimmick (1) Art (1) God (1) 100_Floors (1) SourPls (1) domu_game (2) domu_2_game (1) SPM (1) TheBoys (2) Perfect (1) CNTeleportation (2) Stumble-Like (1) Flow (1) Nasrano-like (1) cn3-like (1) Origin (1) Master (1)

Screenshots

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Creator's Comments:

ActualKale [Creator]
Heyo! At the request of NO ONE I decided to commentate this game.

What follows are links to a series of videos featuring me "playing"/skipping through the entirety of CN3 and commentating on the game as I go. It's around 9 hours of footage and was recorded over the course of around 2 years. Because the videos were often shot far apart there will be noticeable differences in the audio quality, in how my voice sounds, in my enthusiasm, in how comfortable I am talking etc. It also means that I might be repeating stuff I've said in previous videos but I think that's generally a good thing in order to hammer certain points home.

I did try to record with a script but it didn't work very well so instead I went with just talking off-the-cuff. Given that theses are also unedited videos this means that I will have moments of brain lag or losing my train of thought or digressing or saying "umm" a lot. Speaking to yourself in front of a camera for long uninterrupted periods of time requires a lot of practice to do well and I'm already self-conscious about it so please don't be mean :)

As stated, these videos collectively go through every single part of CN3. I don't necessarily know what other people would find interesting to hear so naturally I just talked about stuff I personally find interesting. If there's something you're interested in about the game that is not covered then just ask me privately, I'll gladly take any chance I can get to talk about the game.

Below are the links to the videos along with brief descriptions of some of the things i go over. These descriptions DO NOT cover most of the topics that are brought up and I genuinely think every video has at least some points that are interesting so if you care give it a shot...


Start to 31:

https://youtu.be/bTfBoXZ8cHM

In this video I talk for an excruciatingly long time about the title screen and about some overarching goals with CN3 and how they differ from CN2. Don't worry, I get better at not being long-winded as I go... Once that's finally done I start getting into the ideas behind the cornfield and the first 30 floors of the game.

Golden Maze and Bounce blocks (M and A):

https://youtu.be/vHYouO6Dz6c

Talk a bit about the floor 31 hub. Get into the golden maze area and the UNORTHODOX design philosophy that informed the making of that. In the bounce block stage I talk about, among other things, why working on it was so inspirational and how Denferok almost KILLED the development of the game.

Variety stage (X):

https://youtu.be/83Uzw83j-JM

I start the video a little FRUSTRATED because I had to re-record. I then go to a stage which I struggle to find a name for - the one with Plasma visuals - and because it's the first thing I made for the game I talk about how CN3 started and how it grew over time. I address the DRAMA about CN3 not being a real Crimson Needle game.

Bathhouse (I):

https://youtu.be/Jzy4-bRxS8w

I go to the Bathhouse and pass by several sections of the game I'm passionate about. I bring up what I find to be UNDERAPPRECIATED aspects of the game. I also touch on the immense satisfaction of making this stage and what I find to be really special about the secret. Also a little bit about finding inspiration in unexpected places.

Blue Puzzle Area (N)

https://youtu.be/2i2u4PIoka4

I BASH pretty hard on the area of the game I like the least.

The Bad House (A):

https://youtu.be/TA2SA4UgRGE

Before going to the Bad House and EXPLAINING WHAT IT ALL MEANS I talk a little bit about something that DISAPPOINTS me about the current state of needle and also about why Charr is a MASTERPIECE. I visit my FAVORITE room in the game.

Triple jump stage (T):

https://youtu.be/eY2DVdHON14

A video apparently recorded out of SPITE?? How some people might have MISUNDERSTOOD the game. How the music was picked, tips for finding music. I talk about finding a new inspiring approach to game design and problem-solving. I also sing the game's PRAISES a bit, talk quite a lot about design philosophy and try to explain why I find that aspects of CN3 still haven't been surpassed even as parts of the game have aged.

Blue Tower (O):

https://youtu.be/a3js0LBNYSQ

A short video for a short stage. I mention an event during development that BROUGHT ME TO TEARS.

Halls of Brilliance (R):

https://youtu.be/T-_FllUFzRU

In this one I go through the halls of brilliance talking about EVERY SINGLE GAME I'VE MADE (minus one). I also talk about how needle ideas can seep into my mind and POISON my experiences.

Capitalism stage (2):

https://youtu.be/PzLQqIc8p0o

I give a pretty interesting rundown of how the ideas for certain GIMMICKS have come about. I also bring up the TIRED gimmick vs. "pure" needle argument. I explain why the Capitalism stage was a NIGHTMARE to complete and why the quality there DIPS around the halfway mark.

Wonderful and Green tower (3 and 5):

https://youtu.be/qh3ZsRz9hXI

I address some of the backlash against Wonderful's stage and go over why I like it and why I like her design in general. I then head over to the green tower stage where I spend most of the time talking about one of the BEST game's I've made: Thank Thenewgeezer and what I find so special about it (and so lacking about the majority of needle games).

Boshy stage:

https://youtu.be/rVKXPFmLhmE

I talk about BOSHY! Give an account of how I got into Boshy and speedrunning and how that developed which gradually evolves into a kind of disjointed rambling. But there are probably some interesting parts in there..

Floor 70-100:

https://youtu.be/qzYdul5GDJA

Lots to cover in this final video. I go through the last bits of the game and remark how I feel about some of the rooms there. I go on a long rant about the INSANE last 2 weeks before release where a MAJOR CHUNK of the game was made. Why 92 had to be the way it is and why floor 100 was such a success.

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[25] Likes
Rating: N/A       Difficulty: N/A
Jan 18, 2022

101 Reviews:

cousinoer5
What an incredible journey!

I don't have much to say that isn't said by the other glowing reviews of this game. Floor 31 was real fun, and the end game was insanely fulfilling, it got frustrating at times, but I persevered and cleared the whole game!

Final stats on floor 100: 25873 deaths, just under 60 hours

Final stats overall: 125398 deaths, just over 209 hours

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[3] Likes
Rating: 9.5 95       Difficulty: 90 90
Nov 16, 2022
Clearscreenreviewer
Please note: This review is for true end clear. In case you are wondering, however, my score for bad end clear is 6.0.

A clear screen, or any ending to a good game should be something powerful, which both is representative of the game which came before it, while making the player feel like they have achieved something. Full credit sequences are something that are unfortunately very rare in fangames, which is very sad to me, as not only do I feel it is the perfect ending to a long journey such as this game, it makes it feel even more like a high-budget game, adding to the immersion.

At the end of the credit sequence, you are shown what I consider to be the clear screen, a minimalist blank screen —or rather blank aside from the smoke effects left from the credit sequence— and the text "Thank you for playing. You did great" While this text in most other fangames would be overlooked by most players as yet another disingenuous clear message (think L games that have "WOW. You are the god." on the clear screen), the sheer difficulty of this game means that for most players, even such a simple message is heartwarming and encouraging. To make it this far, into a game this hard, you did go great.

What irks me, then, and stops this clear screen from being a perfect 10? Unfortunately, I can't even say 100% that it is a clear screen at all. Obviously, that is the intent behind it, but the fact is it's not the end. If you wait for the background effects to dissipate you will be dumped back at the bottom of the tower, almost implying that it doesn't even matter that you climbed it.

I understand what the creators were going here for, going back to the foot of the tower, now with access to items not available in a first playthrough, signifies the kid's mastery of the tower. It's no longer a challenge for him to reach the top, so there's no longer a need to celebrate! However, I feel this could have been better executed. I would suggest leaving the game with the positive message (Thank you for playing. You did great), and simply adding some smaller text that appears after the smoke disappears, saying something along the lines of "Press F2 to go back to menu and view what you've unlocked".

I'm conflicted about this "clear screen" because I am set in the belief that a clear screen should be final, it should be the absolute end of a game, and since there isn't another clear screen left if you go back and search for secrets, I just have to accept that this game does not end with a clear screen.


8.5/10

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[3] Likes
Rating: N/A       Difficulty: N/A
Mar 18, 2022
Huse
Went into the game expecting a Crimson Needle 2 2, got pleasantly surprised by the end.
Except for one screen 92, where having to go through so many gates in a row got unfun for me, Donald gimmick itself wasn't the problem the whole game was absolutely fantastic.
Also the difficulty really picks up towards the end, took me longer to do the last 10 screens + secrets to get in there than the rest of the game.
Thank you devs for creating this, I can say this has been one of my favourite fangames I've played so far.

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[3] Likes
Rating: 9.5 95       Difficulty: N/A
Sep 7, 2019
LOLGamer
epicest game ever

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[3] Likes
Rating: 9.8 98       Difficulty: 92 92
Aug 5, 2019
CanusAntonius
I have yet to complete the game in full, however due to outstanding factors in my life I doubt I will have the chance anytime soon so would like to state my main thought on it up to where I got (Floor 89).

One of the original things I heard about the game before playing was that it featured an assortment of gimmicks, and has been a large inspiration to more recent games because of such. After playing this, I do not think the usage of gimmicks is the main factor of the game to takeaway, though they are undeniably enjoyable to me. To me, this game is about nearly every possible segment standing on its own merit or downfall, so much so that a player could reasonably assign a name to every save and likely remember them later on (and the game itself recognizes such at points). Particularly 70 and above feel like a direct attempt to make each screen resemble their own piece of artwork, an aspect that is upheld by having each be vastly different than the last. Because of this I would say to others attempt to look not just at the usage of gimmicks in itself, but to how they compliment each screen and make it feel unique from others. Because of this I would say the three Thank You games on Delicious Fruit closely resemble Crimson Needle 3 the most, and would recommend playing them for another example of this unique phenomenon.

Besides that, there are parts I enjoy and certainly ones I did not. I find the game to be a menacing beauty, but luckily it cannot slay you in your sleep. I would recommend if you are pretty experienced with Needle and can be patient with difficult gameplay, I would also recommend playing before seeing the game.

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[2] Likes
Rating: 10.0 100       Difficulty: N/A
Aug 8, 2023