Reviews from

in the past


A game designed to match the gameplay and nostalgic aesthetics of the Nintendo 64 era. The gameplay is great and challenging but has some minor flaws. The game almost feels like a pilot episode of a TV series and leaves a desire for wanting a full length game. A good bite sized game for those looking for a cheap game that doesn't take too much time to complete.


..Pros..
+ Price of the game is worth the length of the main game plus side content.
+ Nails the N64 graphics aesthetic.
+ Resolution options include filtering options such as scanlines and soft.
+ The controls feel great and play just like an N64 platformer/collectathon would.
+ Collectibles being used as experience to level up is unique.
+ Challenging side content that is not required to beat the game.
+ Secrets are hidden well and make exploring fun. There's even one that punishes the player for attempting to sequence break.
+ The final stage is a very fun and challenging test of 3D platforming skills.
+ Plenty of fairly placed checkpoints to make the game not feel tedious.


..Cons..
- Music gets repetitive and isn't all that memorable.
- Anytime the game is launched the player must start at the beginning of the hub world. This can be frustrating at times when wanting to take a break.
- Only one actual world to explore outside of the tutorial stage. I would have preferred multiple smaller worlds to explore.
- Only one boss fight in the game.
- The game just ends without any sort of climax or final battle.
- It can be difficult to judge jumps at times due to perseption or odd camera angles.
- No keyboard and mouse support for those without controllers.

The spider dudes can eat my fucking ass tbh

started at like 7 pm

The visuals, music and personality is very cool, but it is a simpler platformer less focused on a moveset that allows for epic emergent movement, and those usually are more mind numbing to me like I'm just kinda checking off a checklist

The aesthetic and soundtrack for this game are really nice. It’s very clear where the game gets its inspiration from, and it emulates the feel of those n64/ps1 era collectathons very well. Sadly, this game suffers from a lack of distinct direction. I never know where I’m supposed to be in any level or what I’m supposed to be aiming for. Whenever you play sm64 or banjo Kazooie, you always know what your goal is and what you can obtain at any given time. That’s not the case for Corn Kidz 64. Also, why is it called corn kids? There isn’t even any corn!

so fucking blessed to be living in the golden age of 3d platfomers. was gonna say golden age of indie 3d platformers but tbh no reason to section them off, its not like theyre a AAA genre for anyone other then nintendo anymore. this one scratched some itches that even a bunch of the others i love havent quite scratched...perhaps one of the most comforting games for me in the comfiest genre for me, despite also being a good deal more difficult and finnicky then many of them. or perhaps its because of that!!! for a 6 hour experience that amounts to a tutorial, one world, and a big final stretch, every single part is mined for as much as it can possibly give in its small size...a reminder of the experience of these older games, which demanded that u cut your own way thru them until u knew them in and out, from your own abilities to the spaces u are asked to traverse to the quest threads you follow to promised rewards. what begins in overwhelm is slowly chipped away into total intimacy, and surprises under the hood of every aspect...a seemingly complicated and janky moveset turns out to be both simple and extremely versitile, a seemingly chaotic and dense world turns out to be perfectly compact with no uninteresting space, big intimidating platforming challenges turn out to just be a few more persistent attempts away from delicious satisfaction.

two random notes: (1) this rly brings back the lost art of Needing To Orient Your Movement In Relation To An Unideal Camera Angle. i think a lot of ppl have it in their heads that this is """bad game design""" because its a barrier to instant satisfaction, and its understandably perfectly avoidable in a dual stick world. corn kidz mixes dual sticks with weird n64 type buttons for specific camera reorientations (like zoomouts and top down views) and occasional semi-fixed angles, or just places where there Isnt rly an ideal angle. this game rly affirms to me that the skill of orientation is as valid as any, it was definitely one that you Needed to develop playing n64 platformers, so admittedly i had a head start. they know their audience! ppl should be more willing to accept "awkwardness" before we optimize and overpolish the entire character of Play Experience out of video games. (2) your hooves make clopping sounds. perfect video game


i didnt even play it but the 64 in the title is pissing me off

This game's core moveset is taken advantage of very well and feels great to perform. Platforming is a good challenge and isn't too obnoxious thanks to the checkpoint system.

The lack of a totals screen is really weird and can get annoying when trying to track down one singular cube you're missing.

Captures the N64 3D platformer era better than any modern game I've played & the more dark / twisted take on the aesthetics help it stand out as more than a homage while also being a treat to take in. The movement feels solid with a lot of manoeuvres feeling satisfying to perform & the animations are always extremely expressive & entertaining. Soundtrack is also great while feeling like a perfect match.

Out of all the games that try to emulate the N64 look, this is the game that looks the most like an N64 game in my opinion

Sometimes I like going into a game so blind that I don't even know the basic premise of said game. Now this is probably a bad idea for games since sometimes you'll be slamming down 40 to 60 bones on some games but in the case of something like this which was 7 dollars I figured 'Eh if it sucks it's not that big of a loss" so I booted it up and tbh I don't know what I was expecting with this game but I was still pleasantly surprised.

Corn Kidz is yet another fan made attempt to replicate the look and feel of 3D platformers of the early 3D 5th gen systems with this one mostly going for N64 (duh the title). I've played many of these tribute games and while I always appreciate the effort the devs put into their games it always feels like less of a tribute games harkening back to that early era and more so trying to mimic the style and falling prey to all the worst parts of that era like bad camera, slippery controls, and a monotonous amount of collectibles that all feel have haphazardly placed. Corn Kidz falls somewhere in between these types of games but more so on the side of which I like more.

For one thing the game nails that 5th gen polygonal graphics to a T and even does a good job formating the game in the proper 4x3 aspect ratio which I really don't see many of these tribute games try to pull off. The most impressive part of the general look of the game are the filters used to mimic that hazy CRT tv look. I'm very picky when it comes to my CRT filters since most times then a game or emulator tries to add in filters to mimic old CRT component cables. It always looks fake or too digital or so blurry you can't even tell what you're looking at. Corn Kidz did the impossible where the filters used not only don't look like complete dogshit but also do a nearly perfect job replicating that CRT haze that the N64 had. It's not perfect. You can still clearly tell that this game is using filters most of the time and it still has that digital sheen that gives it away but I think that only applies to nerds like me who can tell regardless, overall it's an amazing achievement given how small the team of this game was.
The gameplay is also extremely fun which is probably the most make or break when it comes to these 5th gen tribute games. It really doesn't strive to do much to differentiate itself besides having its movement be more forced with precise platforming akin to others like Hat in Time or Mario 64. The animations are really well done and overall it's just fun to move around and collect random stuff which is at the end of the day the main goal for 3D platformers.

The only thing I wish the game did better was having a more consistent thematic style. What I mean is a lot of the game's levels don't really make much sense for why it's there or what it's purpose is; but since it takes place in a dream I guess you can say it just fellows dream logic where nothing makes sense, so this playground/house/water dungeon/tower...thing????makes complete sense. I'm not even saying the 2 levels this game has are bad, it's more so I would've like the levels to stand out with an interesting aspect to them that makes me remember them more, like how Banjo or Conker did it. This problem also falls with the characters of the game as well. Again I don’t think the characters of this game are bad just like how I don't think the worlds themselves are bad, I just would’ve liked it if the characters had more layers to them besides the one note archetypes they've been given. Besides some jokes that are kinda whatever they don’t really have much long lasting memorable elements to them besides their roles in the game’s mechanics. Hell, I finished the game a few days ago and I’m struggling to even remember the main character's name. They’re fun in the moment to moment gameplay and serve the purpose for the game’s design but don’t stand out as memorable characters in their own way; at least to me. I also would've liked it if it had more than 2 worlds rather than just one normal world and the other being the tutorial world, but given how this was a small team I'm not gonna say it's a real problem.

I think overall the devs succeeded in what they set out to achieve with this game. If they set out to make a loving tribute to 5th gen 3D platformers of the era they did a fantastic job at it. It surpasses in a lot of areas that I've seen other games fall flat on and it also excels at almost everything else, I just wish there was more to the game itself and it had a more consistent identity to it's levels and characters besides the surface level "oh it's a spooky 3D platformer". As it stands, it's a really great fan game that really needs to find a more concrete identity of what it wants to be outside of mimicking the N64's visual style and game structure.

Had a good time, wish there was more. The levels that are there have a lot of thought put into them. Only wish dying didn't reset some objects in the area even when it makes no sense to. Besides that great short game.

I love the game's stupid sense of humor, its goofy and charming designs, and its excellent animation. Gameplay-wise, it has a lot of neat ideas which it sometimes really pulls off. But it gets held back by a lot of frustrating control issues and design decisions, which just got more and more annoying as I got further into the game. (And I suppose in some ways, if BogoSoft is trying to emulate the feeling of playing a PS1/N64 platformer, they've succeeded in that respect :P). I think I'd be willing to play more (like, if they made a sequel or DLC), but it's hard for me to call it "great".

This game oozes charisma, everything about it is so alive and eager to please. My fave of the big three N64 throwbacks of 2023. My only problem with this game is that there isn't more of it.

Seve was a character that kind of took me a minute to get a proper feel for. He's heavier in movement than I expected, but once I spent some time with him I found the controls and gameplay to be really strong. It leans more in the Banjo Kazooie styling, forgoing tight controls for hefty platforming. I don't think it will be everyone's taste but there is a good amount here to experiment with.

Part of me is hesitant to say this, but this might be the best looking N64 style game. I just really loved the way colors complimented each other. Character designs had a timeless feel while being very retro. Humors good and the soundtrack while limited is pretty solid. I don't think any song get better than the Tutorial theme. It's even the one they included in the trailers. It's just a really unique sounding song for the N64 style, at least from what I have played so far.

The main/only real level is pretty great but it is also an example of the games main problem. It's not the length of the game as Kiwi64 showed us you can have a short adventure as long as there is some solid variety. As much as I think the level is iconic and very memorable, it would have worked better to have a few smaller locations rather than one larger stage.

Overall this review sounds like a mixed bag but I think the whole is greater than the sum of its parts. Corn Kidz 64 is a strong platformer that I really would love to see a sequel for.

You say 6-8 hours for the average person playin this game
well *i* say im anything but average....
i SUCK AT THIS GAME! AND THATS WHY I HAVE 33 HOURS IN IT! BUT I ALSO HAVE 33 HOURS IN IT BECAUSE IT JUST KEPT HAVIN SHIT I LOVE FINDIN !!!!
i love this game but ill crack down on why

I love this game's art style! I heard somebody actually compare it to invader zim and at the time I didn't really See any jhonen vasquez in this game but as I got a little further n thought a bit more about it... it totally does have that influence and i think that helped me piece together why i like it so much
THOUGH i think the art direction isnt TOOOOOTALLY paying homage to Jhonen and that the dev managed to give it its own identity going on
but I can absolutely imagine Seve with Richard Horvitz' voice.. but for Alexis im not sure if i imagine moreof a Mabel Gravity Falls voice or a more jovial Mandy from Billy And Mandy going on
It's actually really funny how this has early 00s cartoon inspiration when this is also directly inspired by n64 graphic visuals and 3d platformer feel(ala your mario 64 or banjo kazooie type experience but not as long or with as much active level booty fanfare)...despite both of those things HARDLY havin any overlap yk wht im sayin? but enough abt the art, hows the G A M E?

well the kit you have going on with Seve is rlly cool! I love how heavy he feels while also having a little bit of endlag slip going on to really give you those "OH SHIT!" moments when youre tryin to be precise, and precise is the name of the game because this game will totally not baby you with some jumps
you get everything you could need right at the start

save for another ability youll get later on thatll open more options and opportunities required to beat the game and do some junk on the way there

the sound design SHOULD get annoying after a bit, flailing around and all the cartoon crashes and thunks to do things.. but it rly doesnt LMAO infact it became satisfying just smacking seve's head into shit just to hear the noise
i got so use to this infact, i would fuckup even basic platforming moments later on because id be doing the air headbutt so often i forgot i could just JUMP NORMALLY LIKE A NORMAL GOAT THING

but in spite of my hubris, i! thanks to the encouragement of my girl and also others and also rummaging through steam help threads... did it! i beat it and do you wanna know somethin? i cant blame you for this not being your thing if it doesnt sound like it!
I mean it's a cheap game! only runnin for like 7 bucks to maybe 8 or 9 depending on where you live!..

But a weighty non-overpowered platforming main character in a platformer thts gonna require some precision, interacting with setpieces in ways not spelled out to you, figuring out a lot of things not spelled out to you despite hints being up and around through NPCs(watch for things like tiles offcolor or your groundpound or even usin the camera buttons to get a good scope on shit!).. its not a For Everyone thing even though I totally think its so rewarding getting good at it that the difficulty is really just bent around direction and understanding the controls rather than there being superhard bosses going on
though sometimes that walljump or latchin onto somethin will be rlly scary and seem like sometimes it wont work even though its really nice feeling.. i partially blame my own kinda jank xbox controller i did all this with(there's n64 controller support along with other controller support if thats your jam too!, you can play this game with a keyboard as well... if u hate yaself!!!)

but yeah about 3 main areas (technically theres... more!! but-)
i think a sequel would be totally cool, like some people are clappin for, to really write some of the felt wrongs with the game to perfect it

but alsoooooooo likeeeeeeeeeeeee idk i feel like im almost nitpicking with things i dont like about the game the more i rack my head around this you guys, its such a nice time its just a really fun platformer thats gonna be a lil difficult for those that aint all that good at platformers and be rewarding for those that are good at platformers in the way of how much more content you can get for 100%ing or even doing shit real quick
one thing that even gets me about this is it gave me that weird nostalgic frustration i felt as a kid with some games where id be stuck on some shit and get kinda frustrated and think to maybe look it up but im not finding shit, but then i figure it out on my own w/o a guide or nothing and my eyes get all big and sparkly LMAO

if that sounds like itd be your thing then go for it, play seve gets trolled 64

More Tooie than Kazooie, and with inconsistently accurate attacking mechanics that'll have you occasionally wanting to pull your hair out as much as the mostly godawful music.

Still a lot to like here for an indie, but ultimately disappointing given how highly everyone else had spoken about this.

Incredibly solid n64 era platformer. I'm not as familiar with the indie scene for this genre as I wish I was, so I can't speak to how revolutionary this is in the grand scheme of things. However, as someone who has played a number of the classic collect-a-thons (especially Banjo-Kazooie which this is clearly inspired by) and a good amount of indie 3D platformers--i.e. Demon Turf, Toree 2, Spark 3, A Hat in Time, etc.--this is one that I'd really love to see more of.

There's so much life in its environment and characters, and the mechanics are beautifully versatile without feeling overwhelming. I understand that the dev team is very small and this probably didn't have much money behind it, but there's so much intelligence and creativity packed into such a short experience that I'd seriously love a true follow up that could really let them strut their stuff. As is though, this is still awesome. And I'm glad I found out about it just now cuz after playing 140 hours of Dragon Quest 11 S I really needed something simple and tight.

I'm surprised that nitrorad has not made a video on this game tbh

Does the aesthetic and character of Banjo/Conker very well but for some reason they decided to make it a really challenging platformer with complex mechanics and some janky hitboxes. There was something drawing me to keep going until I climbed a giant tower for 45 mins only to be level gated with no warning so I guess I'm done with this one.

im not really banjo pilled and this is more of a banjo pilled game, if you are banjo pilled tho you'll probably like this a lot better than i did

I absolutely love the aesthetic and animations here, they’re so well done and ooze with charm. I’ve never seen a game nail the 64 aesthetic so well. The music as well is so good, they manage to make a song you’ll be hearing for basically 2 hours not annoying. Only bad thing I can say is that it directs you on what to do so badly that the dev had to make a Steam guide. But still, it’s so fun to get lost that I kinda don’t mind. NOT going for lvl 6 tho, you can’t make me.

Perfectly embodies what it is, a bizarre scene take on a Rare platformer. What it has over Rare platformers tho is that it's fun to control at almost all times! Definitely post Odyssey in its controls and movement mechanics. That said it's got some little nit picks, the most pertinent to me being that the camera makes me motion sick 90% of the time. Otherwise really fun

It feels like a tech demo of something bigger. The movement is perfect tho and the moveset incredible

The resurgence of the 3D platformer is upon us, and I'm 100% here for it.

3D platformers are my bread and butter. I've been jonesing for an age just like this reminiscent of the golden years of the genre. If 2D pixel art platformers had their time, 3D platformers required this too. Games like Psuedoregalia, Toree 2, and Super Kiwi 64 have served as sampler platters for this regaling taste of indie platformers. Each game have had their strengths and weaknesses, but all share a single common thread linking them together.

They're too damn short!

Game length isn't necessarily a problem. Short games are worthy experiences on their own, and replay value shines through with smaller sized games. The problem that arises from these games have been that their stay comes and goes far too soon. Like the greedy platforming gobbler I am, I'm always wanting more, unsatisfied with my portions. I'd enjoy my time, but the games would never leave a lasting impression of me because of this.

Corn Kidz 64 is no different in regard to length. With a handful of areas and only 5-6 hours of gameplay, Corn Kidz comes and goes in the blink of an eye.

Yet despite this, Corn Kidz 64 has managed to leave a deeper impression onto me than any of these games.

Part of that has to do with Corn Kidz 64 is emulating. The Rareware 3D platformer is by far my favorite flavor of 3D platformer. Preferences are preferences, after all.

The developer really did their homework here. Splash effects are rendered and animated in the similar splotchy eruption that Conker's Bad Fur Day so distinctively had. Colors are baked into the textures, blending and blurring into each area, reminding me of texture work done in games like Banjo Kazooie or Tooie. Characters contain the cartoony jovial and springy feel that Rare managed to employ so effectively across all their titles. These characters speak with a sharp bite that feels more American than it does British wit, but it's still chalk full of charm.

These worlds consist of dreamscapes concocted by the nacho and soda drinking adolescent that is our main character, each world presenting bizzare and random elements that are fitting with how unfitting this world is. Unlike Psuedoregalia, this dream world has a sense of place and location, which makes navigating around places like Owllohs Hollow easy to follow along. It does suffer from repetition with attempting to reach locations on the map, with no real easy way to retry a jump puzzle, but this is a small flaw. Every element on screen is nearly convincing me I'm staring at a game from an alternate dimension late 90's-early 00's.

This translates to the gameplay as well. While the game doesn't have the level of controls that Psuedoregalia had, Corn Kidz makes up for this with pure game feel. The move set and level of control feels heavily inspired by Banjo Kazooie, but with a fundemental twist. Due to being a goat, your move set revolves around headbutting. This means you can fly forward in the air, butt stomp into the ground, and charge up into the air. These all serve multiple functions within the tool set, such as interacting with screws to activate pieces of the environment or hitting switches, auto locking enemies to charge towards them, and ramming into walls.

That last one might make you cringe a little. A move like that may give the mental image of a move that's a momentum killing killjoy. This may have been be true, if not for Corn Kidz implementing the ability to slide against walls. Nitro Rad compared this wall slide akin to the wall slide found within Megaman X, which is an apt frame of reference, but brings about a skewed image. This wall slide let's you scale walls, but is limited in comparison to Megaman X. You can jump twice upwards, after that, you fall to the floor. This limitation brings about momentous jumping puzzles that revolve around wall jumping that utilizes every other mechanic within the game. This could be an enemy that you ram your head into and can spring yourself against a wall, a ring that propels you forward like a DK barrel.

All of these mechanics work cohesively together in a way that just meshes with me in the right ways. I'm absolutely in love with how this game controls, along with every mechanic found within this game!

But that hunger pane returns, and I crave for more game to sink my teeth into! What's here feels like a proof of concept for something much more grand in scale, and while I'm satisfied enough in comparison to some others within this sampler platter, I want this game to be a full course meal. There's potential for all time favorite platformer found somewhere within here, and I want to just yank out all that potential.

So lend me your ear, indie game developers! Keep making 3D platformers! Keep working on your games! If you don't have enough ideas to make them an 8 hour meal, you don't have to extend it for the sake of length! But PLEASE consider striving for more!

Pretty great indie game, it's like a bite sized Banjo Kazooie, but the platforming is more challenging.

pretty fun platforming but it's short and pretty easy to get lost


Someone needs to tell me to stop buying precision platformers, because they consistently make me miserable. It's a solid platformer, just don't expect much level variety. Personally not a big fan of the grungy cartoon aesthetic, but if that's your thing, maybe give this a try. The anxiety tower had me wanting to off myself with all the horrendous camera angles aggravating already tight jumps.

Controls feel amazing, aesthetics and humor are both really great and I love the whole “super inaccurate stephen king adaptation” gag, but I’d be lying if I said this didn’t frustrate somewhat often due to unclear instructions. Still, a fun time and very valiant effort that earns a lot of extra good will off personality and vibes, helps that the platforming and exploration itself is so fun.

short but fun platformer. movement is limited but it feels good. fun characters and great designs would love to see more from developer

" Climb the mountain of pixel perfect precise challenge where you can fall down to the very bottom and lose all your progress (takes 2 hours) "

Me: 😍😍😍😍😍

" Gather all 5 collectibles hidden in this level (takes 15 minutes) "

Me: 😩😩😩😩😩