Reviews from

in the past


short and sweet game, gameplay was great and loved the vibes of this game, hoping to see a bigger title or another game entirely from this dev

Corn Kidz 64 feels like a better thought-out Banjo tooie game. I love the main characters and their personalities, and the darker aesthetic of levels. The actual platforming mechanics are some of the best I've actually played in a 3d platformer, it's crazy. It's a short romp, but it's super cheap and fun. I hope to see it eventually get a big full-fledged game.

This game takes everything everyone thought was cool when they were a kid in the 90s and makes it actually exactly that cool. AWESOME game.

Really cool and short 3D Platformer that almost plays a bit like a 3D Metroidvania. I could see something like this being expanded to a full feature-length game, but as is, it's nice and cozy 3D collect-a-thon that doesn't bolt itself to being like Mario 64 or Banjo-Kazooie in overall style. And it's apparently bonkers in terms of secrets, so there's always that scavenger hunt to go back to.

Sadly this has nothing to do with Children of the Corn… but it was still pretty fun. It’s a 3D platformer that is a nice blend of different games in the genre, some Mario 64, some Banjo, but really it’s sort of its own unique thing. For what it is I enjoyed it, not as much as other indie platformers I’ve played but I appreciated its unique mechanics and ideas, I just struggled with some of the level design that could be a bit obtuse or didn’t mix well with the camera. Worth a try for fans of the genre but not going to win anyone over who isn’t.


I like the trend lately of games trying to capture the N64 collectathon era. The more the merrier, I say! This game is not too bad, honestly, but I didn't play more than a few hours of it. I'd need to return to it later to get a more complete picture. What I experienced of it thus far though does a nice job emulating the time period it was aiming for.

Played on a 13" JVC professional CRT via crtemudriver on my PC.

Cute, short throwback collect-a-thon platformer of the Banjo variety. Feels super authentic to the area in look, sound, and gameplay. Plays really well, which a lot of these throwback 3D platformers can struggle with. Cute little aesthetic and humor. It can be easy for throwback games to get lost in references to and recreations of "the classics", but Corn Kidz forges pretty much its own identity for tone, humor, setting. Never once felt like it was just presenting reskinned ideas from my childhood. Instead, it's its own thing inspired by, but not beholden to, the past.

The best 3D platformer Stephen King adaptation you'll ever play. Easy recommend for any fans of its inspirations. Will keep you fully entertained for about 4~ hours.

What a cool game. It definitely has some issues, like the controls can be annoying at times, but the gameplay is unique, and the vibe is so Nintendo 64 that it's insane. Challenging, super fun, nice music, I definitely recommend it.

Corn Kidz 64 is a love letter to classic 3D platformers, and is made with nothing but love.

The game oozes with the 90's kids cartoon style with the main characters Seve and Alexis looking like they were ripped straight out of some particularly grunge-y one, and the worlds feel ripped straight out of N64 game that says "COOL" somewhere on the back of the box.

The game plays pretty great, the platforming is pretty tight, the worlds although there's only 3 of them are filled with detail to make sure they last, and there's enough secrets to look for to make it just not laser focused on your main objective, in-fact the game's "Level" system forces you to find some of them to progress forwards, kind of like a badly telegraphed Mario 64 Star Door, though it could have been done better by designing it more like that, instead of having like 200 cubes, have about 50-70 and the doors require that specific amount, the level thing makes it feel like it's used for extra abilities, or just as a bonus, so it kind of tripped me up when I found out they were required.

There are some issues with the gameplay, for one there's only one real major world, with the first one being kind of a tutorial level with some things to do in it, and the other being exclusively a final level gauntlet, and the camera angles can screw over your platforming a lot, there probably should have been an extra reach to a lot of the platforms to make up for the fact that you'll probably be a bit imprecise due to the weird camera angles.

There was only a single boss-fight, but that's not much of a complaint because it fits in pretty well for a 3D platformer, revolving around dodging attacks then platforming to win, but having to aim stuff without a reticle and with a very awkward aiming system sucks almost as much as it did in OoT.

Sometimes finding out where to go in the level the game revolves around, the Hollow, gets a bit confusing because of how obtuse some things can be, It's not too bad and it does serve the old-school style very well so it's only a minor complaint.

There's not much else to say about the game though, It's so old school that the music is just alright and the story is almost non-existent, but that's not a problem.

I ended up liking this ever so slightly more than Pseudoregalia, so if you liked that, or even just like any 3D platformers at all, you'll probably like this.

One of the most successful late 90's style collectathon platformers out there. We're entering a bit of a low poly renaissance. Which is exciting, as for years I lamented the fact that only Atari tier pixel art was ripe for the indie train. There's a genuine art to low poly stuff and it's GREAT to see it boom. But, just like the pixel art games, I'm finding it's quite rare to find something that truly feels ripped from the era.

Corn Kidz to me does a great job maintaining the simplicity AND the depth of the classics like Banjo-Kazooie. It's a truly hard mix to find. These games were rarely ever about movement, but movement and challenging level design are an easy way to make a fun platformer. For it to truly feel of the DK64 era, it needs to be a lot more grounded than one would imagine of a stylized cartoony platformer. The challenge then, is making a world that's fun to explore without it being filled with Celeste-type level design. Forcing an almost point and click puzzler type of game design in a way. MAJOR props to this team for sticking the landing on that hyper specific, hard to explain niche I'm personally looking for, while also delivering some of the most satisfying 3D platforming I've experienced.

Only real downside I have is that I wasn't expecting the one level to be...the one level. At some point it was like Geez this level may be a bit much until I realized oh this level is 80% of the game. The meat of the game being one level does mean the stage is FULLY realized and densely designed. This isn't a game length complaint. Though it's one element that does leave the classics its inspired from still at the top for me. Makes finding the last few collectibles a bit much as you feel you've thoroughly combed the level 10 times over. I'd LOVE for this game to have stages of this quality but shrunk into 9 smaller levels + hub world. There IS more outside of the level, and it's all a joy. From the tutorial stage, to very esoterically hidden bits, to end game unlockables. The Tower of Anxiety is such an inherently satisfying dedicated platforming section. I'm begging for more towers to climb in 3D platformers, I want to feel the tension of falling down grow as I climb higher and higher.

Art style and ost is a delight as well. Tho the main level being so large, the one song that plays for most of it gets just a tad tiresome. I'm very picky with my retro revivals, I hyper-fixate on everything they omit that was accomplished over 20 years ago. So for one to get past me with flying colors is a joy.

I love goats; they're such cool animals. I would say goats are the GOAT, but sheep are the actual GOAT if you ask me. But there are a lot of similarities between the two! For instance, did you know they're both part of the Caprini tribe?

This is all relevant because Corn Kidz 64 is all about goats. Well, you're playing as a goat; Seve, the single horned kid! He looks like he lives in a Hot Topic along with his friend Alexis; who also happens to be single horned. I bet they listen to Korn on the daily. I'm sure Issues would be their favourite considering it's the best Korn record.

I think the story has something to do with Seve having reoccurring dreams about nachos, and Alexis trying her best to break him free. I say "I think" because I found the story very confusing to follow. One minute you're in a playground and then fifteen minutes later you're in a hollow full of palindromes and pigs. I suppose the dream theme of the game could explain the lack of cohesion, but I had a difficult time understanding what the hell was going on besides Seve craving nachos.

The writing is incredibly on the nose to the point it may as well replace your nose, but I think it works well for what they were going for. It's dumb and edgy, but I still found myself giggling every now and again. Sometimes stupid, silly humour like this hits the spot. This game also loves its palindromes. And as a connoisseur of wordplay, I'm all for it!

The audiovisuals replicate the era of the N64, and they do a fantastic job at that. Hell, if this was on N64, it would be one of the best looking on the system! The animations utilise plenty of squash and stretch, leaving for super fluid and cartoony movements. The models themselves feature that low poly N64 charm, and the environments manage to look bleak and haunting while also popping with colour. I’m not a huge fan of the N64 soundfont, but even I dig this soundtrack. It consistently and constantly slapped my striped thigh highs off!

I've rambled this long about the vibes of the game without actually touching upon the gameplay. Dear goat, this game is so much fun. Seeing as you play as a goat, climbing and headbutting are the major mechanics of this game. And because of Seve's singular horn, he can use it as a drill of sorts. Later on, he can even burrow into the ground! The mechanics are pushed to their absofruit limits. This game demands precision platforming. This could definitely be a turn off for plenty of people, but I was all for it. The level design was incredibly challenging yet completely satisfying.

While I normally love collectathons, this game's use of a collectathon structure didn't really impress me much. I mean, I enjoyed roaming these massive playgrounds, interacting with all the NPCs, and taking in the world, but I didn't feel as satisfied collecting the... well, collectibles. It felt a bit arbitrary at times. Progression is typically locked behind doors, and the only way to open the doors is by collecting enough experience. I was never in a situation where I needed to backtrack to collect more experience, but I can imagine it being a dealbreaker for others.

I'd argue the game shined the best when the levels were simply about reaching the goal. The inside of the Hollow Tree and the Tower were my favourite parts of the game for those reasons. There were also mini challenges scattered throughout the two worlds. They reminded me of the FLUDD-less levels from Mario Sunshine, but unlike those stages, you actually had all your tools available.

In spite of how confusing I found the story, I was satisfied with the ending. The climb up the Tower was arduous in the best ways possible. And once I finally reached the top, I was greeted with a blissful credits theme while Seve was forced out of his dreams. No, he never got his nachos. But you know who did? That rat bastard, Alexis. You troglodyte, you shouldn't be eating nachos if you're wearing braces!

One more thing I should note is that Corn Kidz 64 is a very, very short game. There's only two worlds, two linear tower levels, and a handful of bonus levels here and there. But honestly, I didn't feel underwhelmed by the length. Considering how much it pushes its mechanics, I'm not sure how much further they could have gone. I would definitely love to see more of this game, but it still managed to be a short yet sweet and satisfying experience. It may just be the GOAT of goat based games I've ever played!

I’m adding this paragraph in retrospect. I finally fully completed Corn Kidz 64, and holy sweet goddamn. This might be one of the most mind blowing experiences I’ve ever had with a video game; let alone a 3D platformer. I’d have to write an entire video essay about it to truly represent my thoughts, but all I can say is that Corn Kidz manages to push itself to limits I’ve never seen any other game come close to even attempting. On top of the game itself already being a hell of a lot of fun, I think I have to raise my rating to a 4.5/5. I mean; for the love of the dog god, I’ve had dreams about this game and I can’t stop rambling about it to my partner. I never thought a cute little N64 tribute would ever become an intense fixation of mine! But hey, sometimes you just need to design some goofy goat characters, and that’s all it takes to get me attached. The point is, I hecking love this game.

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

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.

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.

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".

I get that sometimes you can't let people just shortcut their way through everything, especially in platforming areas, but come on, this is crazy in your only open zone. It is a bit underwhelming how short it is, especially when you see what they do with their only zone, but the other levels were some of the best parts imo. I could have done without the dialogue or light combat though.

unironically one of the best 3D collectathon platformers i've ever played and it only cost me like 5 bucks

post game content is probably one of the most fun parts of the game

It's like if Banjo-Tooie's level structure was actually good and sane. Does the thing that game does where a level is like one big puzzle with multiple smaller ones to solve within it, but its not designed maliciously. Appreciate the way it really doesn't play like what has been standardized as the "good 3d platformer moveset", but still feels really good to nail. Has fall damage because its not cowardly. In general it feels like what Rare was going for with its harder platformer moments like Rusty Bucket Bay or all of Conker's Bad Fur Day but just not nearly as mean, but mean enough to be satisfying to beat. I think a lot of 3D platformer people have turned on Rare's n64 platformers for several reasons, but games like this show that there's still plenty of right lessons to take from those games besides "have a joke about balls" or "have more collectibles than God"

Very short, but cool little indie platformer. Love the CRT filter the game let's you toggle on. Definitely goes a long way in making the game seem more retro and cozy. The game is pretty short, being beatable in about only 5-8 hours. Some of the most fun comes from the platforming physics. Once you get used to the controls after a couple of minutes, you'll feel like a real pro when you're able to pull off some really fun jump combos. The game is also only $7, which is definitely worth the price for what you get. Very curious to see what this dev does for their next game.

Corn Kidz is an absolute gem. The movement is just so good. Its pastiche of N64 platformers (especially Rare's) is absolutely pitch-perfect. The levels are excellently designed, taking full advantage of the movement, and filled with wonderful moments when abilities are unlocked - discovering the true meaning of Wolloh's Hollow is brilliant. The writing is hilarious - if you look at Bogo's much earlier work (everything on his website predates 2010) he's clearly matured a lot as a writer, dropping his old obsession with randomness and violence. The music is great. The animation is packed with lovely details, especially the excellent squash-and-stretch. Alexis and Seve are my adorable goat babies and I would die for them.

I only have a few very minor issues. For one, the identity of the Zombie Grunthers isn't immediately obvious, which is a shame because when I saw their name in the credits it was an "a-ha!" moment and I realised how you were supposed to figure out how to defeat them, which I only figured out by accident. Also there should be multiple save files, ideally with a cool animated menu to choose between them.

Finally, the biggest issue is that there isn't more of it. That's not to say it isn't worth it - you will get far beyond £5.89 worth of fun out of it - but it would be a massive shame if these excellent characters and this excellent gameplay weren't used in more content.

tl;dr buy corn kidz 64 now, i want a sequel

Also, you could absolutely make a reading of everything to do with Wolloh's Hollow as a right-wing statement about immigration, as was done with the Angry Birds Movie. I'm not saying Bogosoft intended it. But you could do it.

A great retro throwback 3D collectathon in the vein of Banjo-Kazooie, executed to a stupidly high level of quality, Corn Kidz 64 was a game that truly engrossed me with its puzzle filled world to explore. Controls are fluid, animations are extremely bouncy and stylised - as are the low poly retro aesthetics - and scouring the game's level for XP cubes was a blast. The platforming controls are extremely fluid, allowing you to chain tons of jumps and horn dashes together by using specific level objects. The game's XP cubes are hidden everywhere, but the best secrets lie behind careful analysis of the game world and then executing chains of jumps to access them. Extra hidden collectibles are concealed in truly obscure areas, the vast majority of which I could not find (the few I went out of my way to Google the location and try to get were a pain to reach), but at least there is still things to find if I decide to return down the line, as is the final difficult gauntlet level. Highly recommend it, especially since its so cheap! Absolutely worth the asking price.

Fun and quirky. And it has an EXTREMELY fun movement system. More games like this one and I'll keep playing them one after the other. Shoutouts to NitroRad for the recommendation.

Still craving polygonal platforming goodness after the brilliant Pseudoregalia, Corn Kidz 64 immediately jumped out to me. Where Pseudoregalia is sparse and ethereal, Corn Kidz 64 is densely packed and full of attention to detail, creating an immensely interactable platforming experience. It feels reminiscent of Banjo-Kazooie in this respect, but with a far more nuanced move set.

Seve is the perfect protagonist for his mechanics, this grungy little goat with a low centre of gravity being appropriately weighty, setting the pace for the explorative poking and prodding this world excels at. Both him and Pseudoregalia's own anthropomorphic goat protagonist serve as exemplars of platforming character design and animation, with each having a totally distinct style of platforming that is perfectly captured in their physicality.

I adore almost everything Corn Kidz 64 has going on, but unfortunately it's over far too soon. It's been described by the creator as a "pilot episode", so with any luck we'll eventually get the full show. If an increased scope can be achieved without sacrificing the amazing attention to detail on display here, Corn Kidz will be one of the best to ever do it.

This review contains spoilers

lil goat dude never got his nachos :(

" 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: 😩😩😩😩😩


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

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.

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.

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