Creator's Comments:
shign [Creator]
Maker here. Fairly difficult needle game with a crimson boss at the end. The beginning is around 70 and the late game around 75 for the difficulty. The boss is a bit easier.
If you stream the game, please tell me, I really wanna see you playing.
If you find anything gamebreaker, you can contact me at shign#4549 on discord.
After seeing some people playing it on stream, here an advice : none of the walls are solids. Look for the warp before killing yourself in the first screen top right corner
[0] Likes
If you stream the game, please tell me, I really wanna see you playing.
If you find anything gamebreaker, you can contact me at shign#4549 on discord.
After seeing some people playing it on stream, here an advice : none of the walls are solids. Look for the warp before killing yourself in the first screen top right corner
Rating: N/A
Difficulty: 75 75
Nov 15, 2020
12 Reviews:
Wolfiexe
Crimson Sun is a needle game consisting of a new tileset every screen and primarily utilising the traditional gimmicks (water, vines, platforms etc.). The game lasts for around 20 screens or so and finishes off with an interestingly designed Crimson-style boss which I found to be a nice finisher to the game.
The platforming maintains a similar style all the way throughout, with the exception of one screen which takes heavy influence to a screen in CN3, almost suspiciously so with how similar the layout and screen flow were. The design is mostly interesting and rarely relies on awkward jumps or saves for difficulty, although there are a few exceptions such as a questionable vine hop at the end of screen 2, and a very corridor-heavy screen later which features a rough corner late into the save, although thankfully this particular case had no saveblocker which I shamelessly abused.
As the game constantly mixed up the tilesets and aesthetics, I was always hoping to see more gimmick experimentation to give more definition and memorability to each screen. I feel it would've made many screens stand out more and give a little more individuality to the game. Similarly, I would've liked it if the music was mixed up more frequently, in combination with the constantly changing visuals to compliment the variety. Other small nit-picks would be to add walls on the screen borders, and also consider working in some form of cohesion to the game to feel more interesting and connected, as opposed to just a jumble of unrelated rooms separated by warps.
The game ends on a Crimson-style boss which was done in a pretty interesting way. Alongside the readme is actually a little hint file (and a full on explanation file) as to how the colours work. It isn't too complicated to figure out most of it but it's nice to have, and helps clear up some less-than-clear things going on in the fight to make it a little easier. I get very impatient with Crimson bosses but even looking past that, I thought this was a cool boss.
All-in-all a pretty fun game. I think some more varied platforming to keep things fresh and memorable would go a long way in a game like this, to prevent screens from just sorta blending together into a big jumble of needle rooms. It definitely does a lot of things right, and I'm looking forward to Shign's future projects and where they go from here!
[2] Likes
The platforming maintains a similar style all the way throughout, with the exception of one screen which takes heavy influence to a screen in CN3, almost suspiciously so with how similar the layout and screen flow were. The design is mostly interesting and rarely relies on awkward jumps or saves for difficulty, although there are a few exceptions such as a questionable vine hop at the end of screen 2, and a very corridor-heavy screen later which features a rough corner late into the save, although thankfully this particular case had no saveblocker which I shamelessly abused.
As the game constantly mixed up the tilesets and aesthetics, I was always hoping to see more gimmick experimentation to give more definition and memorability to each screen. I feel it would've made many screens stand out more and give a little more individuality to the game. Similarly, I would've liked it if the music was mixed up more frequently, in combination with the constantly changing visuals to compliment the variety. Other small nit-picks would be to add walls on the screen borders, and also consider working in some form of cohesion to the game to feel more interesting and connected, as opposed to just a jumble of unrelated rooms separated by warps.
The game ends on a Crimson-style boss which was done in a pretty interesting way. Alongside the readme is actually a little hint file (and a full on explanation file) as to how the colours work. It isn't too complicated to figure out most of it but it's nice to have, and helps clear up some less-than-clear things going on in the fight to make it a little easier. I get very impatient with Crimson bosses but even looking past that, I thought this was a cool boss.
All-in-all a pretty fun game. I think some more varied platforming to keep things fresh and memorable would go a long way in a game like this, to prevent screens from just sorta blending together into a big jumble of needle rooms. It definitely does a lot of things right, and I'm looking forward to Shign's future projects and where they go from here!
Rating: 7.7 77
Difficulty: 75 75
Nov 20, 2020
CeleCele
A pretty mixed bag.
There's some save balance issues, with some specific jumps/sections standing out as especially awkward.
I was personally not of a fan of the vine usage especially, some jumps seem a bit bruh for controller players. Harder jumps tend to be later in the save too. I still think the needle has it's charm and is quite fun at times though.
Where the game does really get fun though is at its boss. It requires a bit of thinking and is pretty satisfying to do. Maybe you won't like it as much if you dont like the original, but i found it to be slightly faster paced.
There's some save balance issues, with some specific jumps/sections standing out as especially awkward.
I was personally not of a fan of the vine usage especially, some jumps seem a bit bruh for controller players. Harder jumps tend to be later in the save too. I still think the needle has it's charm and is quite fun at times though.
Where the game does really get fun though is at its boss. It requires a bit of thinking and is pretty satisfying to do. Maybe you won't like it as much if you dont like the original, but i found it to be slightly faster paced.
Tagged as: SourPls
[1] Like
Rating: 6.0 60
Difficulty: 81 81
Nov 17, 2020
Skuldafn
Overall the needle is good but the screen with meltdown tiles was very annoying.
The final boss is very fun.
[0] Likes
The final boss is very fun.
Rating: 7.5 75
Difficulty: 75 75
Aug 15, 2022
fubukiofficial
Variety style
i didnt understand creator put good screen after first few screens which is precise wall jumps and not fun
and many save have choke jumps also some precise jump make my hand hurts
boss is ok
[0] Likes
i didnt understand creator put good screen after first few screens which is precise wall jumps and not fun
and many save have choke jumps also some precise jump make my hand hurts
boss is ok
Rating: 7.0 70
Difficulty: 75 75
Dec 2, 2020