Corn Kidz 64
  • 4 Playing
  • 91 Backlogs
  • 0 Replays
  • 4.9% Retired
  • 73% Rating
  • 45 Beat
Corn Kidz 64 Box Art

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Hovercow

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70%PC

4h 34m Played
I had a really good time with this game. It was a little shorter than I anticipated, but I wouldn't call that a negative.
Game gets pretty hard near the end with the level of precision it asks of you. Doesn't help that the checkpoints tend to be spaced further apart than you need them to be.
Only other thing to note is there are a decent amount of spelling errors in the game's text. It's not anything that would stop you from understanding what's going on, just something worth mentioning. They could probably use an editor for some quick fixes on that front.
Updated 3 Days Ago
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GaybitBiscuit

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100%PC

11h Played
My main wish is for this to be longer.
Updated 2 Months Ago
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nebyelats

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90%PC

8h Played
I wish there was more. Feels like just a very big banjo-kazooie level.
Updated 4 Months Ago
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RedBuddha's Avatar'

55%PC

2h 40m Played
Generally adequate throwback platformer, at its best in the special instanced challenge rooms but the main overworlds are passable too. Due to its short length its few levels tend to be very long and have extensive sidequests/fetch quests that can sometimes make progression feel very aimless.

Near the end of the second stage, the player flips the level around, which will change where certain interactable objects will send you. This is poorly conveyed, as outside of one specific piece of optional NPC chatter there is no clear indication that anything on the overworld has meaningfully changed.
Updated 5 Months Ago
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thiren_skrymir

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80%PC

5h Played
Short but fun, a great throwback to the times of Banjo and Mario 64. Though more on the side of third party titles for the N64.
Updated 6 Months Ago
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Shokora

Shokora's Avatar'

60%PC

4h 20m Progress
Man, I really wanted to love this, but it just made it so hard. It has that N64 charm in spades, and the game has a very unique identity. Music isn't a masterpiece, but fits the vibe and gets the job done. The mechanics take a lot of getting used to, with the lack of traditional wall jumps or double jumps, but they can go together nicely with segments of bouncing of of midair target being a fun idea that the game sadly doesn't evolve upon more. I like the core idea of climbing and digging, but I felt that the mechanics need one or two more moves to give it more variety in the platforming.

The game is very focused on climbing, and yet strangely it has incredibly sensitive and annoying fall damage. I frequently questioned why the game even has health at all, as enemies are infrequent and combat is clearly not the focus. All dying does is send you back to your last checkpoint, and it's usually no big deal to get back to where you were. The difficulty in general is just all over the place, with me often not being sure if what I was doing was even the intended method due to the pinpoint precision that seems to come and go at random intervals. The game starts to get kinda stale over time as the game only really has a few different gameplay ideas, none of which were deep enough to really carry a full game, as I'll explain.

The reason I ended up quitting was the progression system and the lack of elements in place to support it. The game's main collectible is EXP, which helps you level up and open new areas. Leveling up is a strange term for the game to use, as the phrase has a connotation with getting stronger and gaining new abilities, but leveling up is only ever used for the specially marked doors. The game requires you to get to later areas, but it rarely tells when you'll need to be a certain level, leading to the moment I decided the game wasn't my thing.

I had done this long, very precise segment after many attempts, only to be smacked in the face with a door requiring me to be level 4, which I was far from. The game didn't tell me I needed to be level 4 until the last possible second, and now I had just wasted my time because I couldn't read the game's mind and know I should've leveled up beforehand. The game has no map or tracker to help you find any missing EXP, so I had 2 options: scan the whole game again to get enough EXP, or just decide it wasn't worth the effort and stop playing. I chose the latter.

I don't like being mean to games (especially indie games), but this game just didn't live up to it's own goals and it feels like a early rough draft with lots of good ideas, but a lack of proper thought as to how those ideas fit with each other and what things you can do with them. I might try a sequel or updated version down the line, but as is it's just not really working for me.
Updated 8 Months Ago