Crimson Needle 3
Creators: Kale, PlasmaNapkin, Zero-G
Speedrun Leaderboards
Tags:
Adventure (2) Needle (26) Trap (3) Gimmick (20) Medley (1) Long (7) 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)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.
[25] Likes
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.
Rating: N/A
Difficulty: N/A
Jan 18, 2022
109 Reviews:
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.
[3] Likes
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.
Rating: 9.5 95
Difficulty: N/A
Sep 7, 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.
[2] Likes
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.
Rating: 10.0 100
Difficulty: N/A
Aug 8, 2023
PlutoTheThing
This review is based on obtaining the True Ending
It's a pretty common opinion to absolutely love this game, but to me there's a very good reason to do so. I am NOT a fan of the first two crimson needle games, I think they tend to be annoying and frustrating, but calling this a crimson needle game is like calling the smart phone the sequel to the rotary phone, like yes the previous steps were needed to get here but we have advanced so far past the original idea it's basically it's own thing.
This game instead of sticking to needle with just water and vines as "gimmicks" has it's own set of unique concepts and ideas, such as shooting walls to get a double jump or blocks that bounce you up very high, these are combined with so many great and creative jumps. I mean it honestly when I say I think this game has no bad saves, every single thing in this game was some degree of enjoyable to me, and that is amazing for a game with THIS much content. Floor 31 on it's own is a master class of design in my opinion, so many creative ideas, great saves, a unique atmosphere throughout it all, and a great conclusion makes this one section just so good, but the content after is nothing to scoff at either.
After floor 31 there following 35 saves of needle are just fantastic, I like them all, some more than others for sure but there's a lot of highlights, and I would be remiss to not mention Floor 100, which is SUCH a good conclusion to this game. I feel like it's hard to verbalize just how much I like this game, but it's just so so so good, and I think it deserves nothing but a perfect rating. This is a needle masterpiece, and I will love this game forever. Amazing work, absolutely phenomenal.
[2] Likes
It's a pretty common opinion to absolutely love this game, but to me there's a very good reason to do so. I am NOT a fan of the first two crimson needle games, I think they tend to be annoying and frustrating, but calling this a crimson needle game is like calling the smart phone the sequel to the rotary phone, like yes the previous steps were needed to get here but we have advanced so far past the original idea it's basically it's own thing.
This game instead of sticking to needle with just water and vines as "gimmicks" has it's own set of unique concepts and ideas, such as shooting walls to get a double jump or blocks that bounce you up very high, these are combined with so many great and creative jumps. I mean it honestly when I say I think this game has no bad saves, every single thing in this game was some degree of enjoyable to me, and that is amazing for a game with THIS much content. Floor 31 on it's own is a master class of design in my opinion, so many creative ideas, great saves, a unique atmosphere throughout it all, and a great conclusion makes this one section just so good, but the content after is nothing to scoff at either.
After floor 31 there following 35 saves of needle are just fantastic, I like them all, some more than others for sure but there's a lot of highlights, and I would be remiss to not mention Floor 100, which is SUCH a good conclusion to this game. I feel like it's hard to verbalize just how much I like this game, but it's just so so so good, and I think it deserves nothing but a perfect rating. This is a needle masterpiece, and I will love this game forever. Amazing work, absolutely phenomenal.
Rating: 10.0 100
Difficulty: 84 84
Apr 20, 2023
mainreason
Pretty fun game. The 80s were especially good and probably the best part of the game with Bathhouse.
Overall, there is little to complain about except for the fact that a few saves were too hard compared to everything else around them (for example: the blue demon being far harder than the other three demons.)
[2] Likes
Overall, there is little to complain about except for the fact that a few saves were too hard compared to everything else around them (for example: the blue demon being far harder than the other three demons.)
Rating: 9.0 90
Difficulty: 85 85
Aug 4, 2022