I wanna be the Neon 3

Creator: Thenadertwo

Average Rating
9.1 / 10
Average Difficulty
65.8 / 100
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Tags:

Needle (24) Gimmick (20) Long (8) Dotkid (10) Outline (2) Neon (8) Poggers (1) mostExpensive (1) GravityFlip (1) Gravity (2) неоновая_братва (1)

Screenshots

  • by ElCochran90
  • by ElCochran90
  • by Thenader2
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90

77 Reviews:

ElCochran90
"Probably the end of neon-ish games, getting kinda unmotivated to continue making neon games.
Thanks for downloading! G O O D L I C K H A V E F I N "
-Read Me for I Wanna Clear 50 Neon Floors

We all come back to our passion, sooner or later...

Last year, when I officially began my journey into fangames in an active way, and after learning the fangaming rules of platforming the hard way after being demolished by Sunspike as my third fangame, I stumbled upon this site and learned better ways. I didn't know where to begin. I analyzed the rating and difficulty of Guy, Boshy and Sunspike, and assumed that 50 as a difficulty limit would be proper. Nothing above that. So, I started my way up with beginner recommendations in the Intro page, enjoying the walks, the jokes, the chpeaness of Conquer the Blow Game Trilogy, the surprisingly positive effectiveness of a Katy Perry song in an avoidance, and struggling with that damn Choo Choo Choo Train in Snow Magic. I felt like a child.

For a moment, I thought I was underdoing it, underestimating myself. I wasn't, but still, I thought that. So I looked for something that was minimalist, but visually interesting. Thenadertwo's Neon 1 catches my attention and, with its 46 difficulty, it became exactly my 13th fangame ever. The music, the idea, the eye-catchiness... it was all really good. Design was simplistic, but choosing Jebbal and Alloud for the main music vehicles pumped me up for what was a needle experience that manned me up and made me lose the fear that Sunspike had inserted. It wasn't an easy challenge, but it was something that improved my skills accordingly. The Kid's design was ugly, and the death and sound effects were standard, so it even looked disgusting at times. Besides that, and a trap, the game progressively grew on me. My rating on that game is biased, but I am absolutely content with it. Back then, I had 1,425 deaths in 1:16:00.

That same day, on September 10th, 2018, Neon 2 became my 14th fangame. Harder, with a difficulty of 48, less appealing but ironically more creative, it executed better some ideas while sacrificing the quality of others. It was a strong experience, and assured my (by then) hatred towards the DotKid gimmick. Nevertheless, it did help me to grow more skillful hands marginally. Back then, I had 1,637 deaths in 2:48:00. My time/death ratio decreased significantly, but the experience was tougher due to its length.

When I click on the legendary creator's account, I look for more neon games, picking Neonize the Needle in the process. Watching its dangerous, but probably tolerable difficulty of 51 by the time (now 53 I think), I assume the difference should not be great, and the challenge should be suitable. I begin my journey, and becomes one of the toughest things I have ever achieved so far: EXACTLY 10,000 deaths in 12:14:00. It took me weeks to conquer this game. I noticed an improvement in attention to detail, design and overall quality, but also the game punched me in the face with knuckles full of neon needles. "I can't handle a 51? I must go back."

I felt both disappointed at myself and afraid of fangames, which were labeled in difficulty as "Above Average" by that time (now they are "Novice Challenges", a name I don't fully like because it still calls you a newbie, and the 60s already call you "Advanced"). And so, like my opening quote, I stopped at neon fangames, no matter how much their style, completely non-generic design and music captivated me, and went down again with beginner recs, modifying my bio forever (haven't changed it yet, for some reason).

After conquering the beginnger recs of the Intro section and venturing into the Uhuhu trilogy and a now organized playlist of several fangames sorted by difficulty, I pass through the 30s and 40s, and find Break the Neon Miku in the path AGAIN (I game I bailed out of in September because of the second screen being "impossible" for me). It was time to conquer another fear. The experience proves to be easier, and I successfully Break the Neon Miku with its cancer final screen and everything. Inevitably, however, I am reminded of Nader again in November 26, 2018, exactly one year ago. Was I ready this time? Only putting my big boy pants would answer that question. Before December hits, I conquer Traverse the Neon Rainbow, Colorize the Needle, and Clear 50 Neon Floors, the latter with prior fear due to its difficulty being the highest, and also the closest to the 60s. The three games receive an average rating of 61, which is good in my books, being surprised by the maker's aesthetic vision and progress, and making me upload a screenshot of Colorize which became my WhatsApp cover forever. "I did it! I cleared 50 Neon floors with 3,099 deaths in a little over 3 hours!" I felt realized. Neon games were crossed off the list.

In January, a passionate work is created: Krypton, made by a hero that said he had probably made his last neon fangame, and another hero that wanted to escape the community's unfortunate growing toxicity. The project becomes very personal for both of them, and very close to the community's heart. The spirit wasn't dead, and the mechanics it introduced were fantastic. For many, it became the best, and for me, it was fighting the second/third position against Colorize and Traverse. It was a cheerful moment. I played this game in April 18th, during Easter, when I had free time off work.

Months pass, and this appears. The game that was joked about. The game that became as much of a meme as Kill the Guy being finished. However, we all know that trilogies are stronger in this community than sequels, and so, Nader, being inspired by arzzt's passion and Kale's redefining of the Needle microcosm with CN3, creates this.

What is Neon 3? Neon 3 is a culmination of Thenadertwo's sensibilities as a game creator and as a visual artist, as a person that helped shape our abilities since 2014 while conquering, along with Cake, K2's speedrun WR, among others, such as CN1, CN2, Cn3 (until very recently) and Kermit 2. Very active in the community and featuring his sexy voice during the yearly speedrun marathons, he's a beloved character. But beyond what he has made for us lies his personality towards everyone and his huge modesty when he's told he makes good games.

Neon 3 conglomerates everything that made all neon games good (thanks for considering Colorize as neon too!) and makes it better. The longest neon experience out there, this game features a comprehensive selection of well-defined sections with inventive gravity gimmicks, DotKid done in very efficient ways, and balls. Yes. This game's got a lot of balls. It also has sections of killer circles btw.

Soundtrack is fantastic, probably the best since Neon 1 and Jebbal's Freedom of Dreaming in Clear 50 Neon Floors. Moody when it needs to be, atmospheric when it is required and pumped up to make you do your absolute best, especially during the last challenge, just like Geezer did during True End in NANG, music is a vital part of the experience. Also, just like NANG, it makes a climactic combination of all gimmicks, making of the last section a truly memorable ride.

Also, it features a story, and the game emanates such a strong epic aura that you truly perceive this is the last official neon entry, where the Kid will finally become the Neon! Not only that, but it also recognizes the other Neon games as cannon, as sidequests that the Kid had to undertake in order to truly become the Neon!

Nothing is perfect in this world, and there are backsides to this. This game being 75 screens long, it can have repetitive ideas from time to time. As the definitive fangame neon experience out there, most probably for a very long time, this is also the hardest game. Sometimes too hard. Many times in cheap ways. The most infamous one is the last save of the Kid-->Dot-->Kid gimmick section. It took over 1,000 deaths alone. Most of the designs are appealing, but not all designs look truly like neon, and this is particularly the case of the section I just referred to. There were three saves in particular that wanted me to pull out a gun and shoot either the screen or... the screen. The lack of saves surely amplifies the difficulty, but guarantees a longer gameplay that prevents you from enjoying a more fluent ride. Please notice that my complaint is not "the game being difficult", but how difficulty is implemented against a game that requires time to be explored. This is way harder than NANG's True End, and that one has a little less than 400 screens. This, tragically, affects the entire game.

The way the game is structured is beautiful, where half of the game leads you to a hub of four different sections (not very intuitive that there is a section exactly where you fell from...), one being Reminiscence, and this part is beautiful, because it is 100% memorabilia, featuring buffed screens of the fangames that made us all grow. More passionate than the mini-medley section, it is both a love letter to all fans and also a self-reflection of Nader regarding how much things have changed in his work. It's a virtual autobiography, which is a very heartwarming, but equally brave thing to do. I am very sentimental, but not afraid of admitting it: I shed a tear during this section. So trust me, if you're the sentimental type, leave the left path during the hub for last. If you want to leave the new stuff for last, then take it first.

I also forgot to mention: When I knew of this release through a mail notification of Stonk's new stream, I decided not to see it (sorry Stonk) and play this blindly. It was a highly anticipated not-anticipated fangame. Before playing this, I had to compare my skills of today vs. last year, and the results encouraged me to play this:

-Neon 1: 1,425 deaths and 4,596 seconds down to 262 deaths and 1,173 seconds
-Neon 2: 1,637 deaths and 8,885 seconds down to 399 deaths and 2,107 seconds
-Neonize the Needle: 10,000 deaths and 44,046 seconds down to 1,890 deaths in 9,094 seconds (proving my point that the game is underrated in difficulty)
-Clear 50 Neon Floors: 3,099 deaths and 12,055 seconds down to 2,328 deaths and 9,303 seconds

Didn't replay Traverse or Krypton.

-NUMBERS FOR NEON 3: 14,423 deaths in 15:46:44.

The game is stupidly difficult (those three saves are making me consider to place an 80 to this game, but again, this didn't reach the numbers of the insane Qoqoqo 2), but it is partially forgiven by the fact that the implementation of jumps, gimmicks and combination of gimmicks is outstanding.

Welcome to my super-elitist and strict list of favorites, Nader, and thanks for playing a key role in the needle/gimmick player I am today.

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Tagged as: Needle Gimmick Long Dotkid Outline Neon
[3] Likes
Rating: 7.0 70       Difficulty: 80 80
Dec 2, 2019
Bob
Great needle game that serves as the culmination of Nader's fangame making journey thus far. Features some neat gimmicks and of course the lovable scamp dotkid. If you've ever played another nader game, it's what you would expect: great, tight and fun platforming.

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Tagged as: Needle
[3] Likes
Rating: 8.8 88       Difficulty: 67 67
Nov 23, 2019
CeleCele
Very good needle game overall.
Most of the stages are really fun and well balanced. My favorite was the line shooting stage, normally im not that big of a fan of that gimmick, but it was made well. There were two stages that i didn't enjoy, one of them (the second dotkid) was because im not a big fan of gravity flipping, combined with dotkid it got a slightly annoying. The other one i think was more of a less than ideal concept. Constantly switching gravity can get a tad annoying. I personally didn't find it the hardest stage, but I could see that being the hardest. The visuals are simplistic yet good, same goes for the music.
All in all a great needle game, though if you dislike gravity flippers it can be a bit upsetting.

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[2] Likes
Rating: 8.6 86       Difficulty: 69 69
Nov 30, 2019
schroume
i'm a simple man.
i hear celeste music
i put 10/10

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Tagged as: Needle
[2] Likes
Rating: 10.0 100       Difficulty: 66 66
Nov 28, 2019
PlutoTheThing
The first two Neon games are short but sweet romps through pretty chill needle, on the contrary Neon 3 has much more structure and ends up creating an experience with far more identity and memorability than what comes before it. The needle just feels so much more substantial and the rooms feel like they have structure as opposed to just being a line of jumps in a row. This is combined with some strong gimmicks, especially in the floor 31 section there's some strong ones, although I wish the gravity flipper stuff was used a little better, the level design in that stage just felt a bit weaker especially compared to what surrounds it. If I want to nitpick I could also say the final stage is a bit anticlimactic for an ending. The game is still really good and fun though, I enjoyed all of it and would definitely say it's one of the best needle games I've played, super sick game.

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[1] Like
Rating: 9.5 95       Difficulty: 56 56
Jul 6, 2024