
Corn-Fed
Corn-fed presents the sole objective of reaching the end of a corn maze. Upon taking the first steps into it though, you’ll notice two things: there are monsters out to get you, and all routes in the maze lead to dead ends. Wonderful.
Now that the wholesome nature of such a lighthearted activity has been tarnished, use your keen eyes to avoid the creatures and tunnel through shortcuts in the corn. By becoming aware of certain details, of darkened openings between the stalks, your perception promotes progress in the long run. It’s a better use of time, instead of trying to take the long way around. Although it’s a bit unsophisticated (and maybe even cheating), in Corn-fed, the only way out is through.
| Status | In development |
| Platforms | HTML5 |
| Authors | Kiwi_Blueberries, nyunjo |
| Genre | Adventure |
| Made with | Unity |

Comments
Log in with itch.io to leave a comment.
Viability: This is definitely a way greater step up from what I got to play in our early play tests and I really like what you have :). I will say that I did however run into some bugs still, such as visual tearing of some kind and also getting past the enemies was difficult as the character movement is slippery and a little sluggish, and enemies could block me and drain me of all my health in an instant.
Presentation: The overall controls are just fine as they were before, it does definitely control a little bit better and the improved views of the camera watching overhead above the player between scenes more correctly is a great improvement .
Theme: The overall theme reads pretty well! I love the simplified color palettes of most of the assets in the game, it feels modern but still inspired by older pixelated games.
Engagement: I mostly just was lacking patience but I think it would be more engaging if the player movement was improved a bit more and the enemies wouldn't be dealing a constant stream of damage upon contact. Maybe an additional goal or sub-goal for the player would also be interesting? And the slogan of "Awareness is Key" could also be used for the enemies on top of the secret pathways to make it more high stakes or intense.
Viability: I was able to move around -though spinning (probably a playground thing) and travel through different space. Though, I wasn't able to get past a corner in the maze.
Presentation: Controls and rules were presented clear and where understandable. I love the art design throughout the game and the title screen.
Theme: Strong theme! I love the spooky corn maze vibes and your art and overall aesthetic is felt throughout the entire game.
Engagement: I think because I got stuck it wasn't too fun but I could see the excitement potential of dodging the monsters and escaping the corn maze.
viability: i found that when there was a corner i was trying to pass through to the next screen, sometimes the camera would stay behind and not follow the player, so i couldn't really see where i was or get unstuck and at one point i got scary stuck in the wall as well and the screen started like shaking. overall i found the core gameplay loop to make a lot of sense and i was engaged by that!
presentation: the objective was clear, and i found the game easy to understand what i was supposed to do. i think looking to see if theres a way to turn physics of your playeroff might be good since it was making the game really clunky to play with how the player was still experiencing gravity.
theme: aesthetics on point i love the style and the colors you went with its very charming and thematically appropriate!
engagement: i was engaged, but at points i did struggle a bit with the movement and camera issues which pulled me out of fully experiencing the game but those are very fixable things and then i think it will be incredibly fun!
Viability: The game is playable and I was able to reach the end! I did run into an error message while going through one of the shortcuts (I'm assuming that is the error you mentioned in the description!) and I included a screenshot in case that is helpful. For me the buttons on the death screen did not work, but all the other elements were fully functional. Something I noticed is that whenever you enter a room, you spawn at the same entrance regardless of where you came from, which can be confusing.
Presentation: The rules and goal are clear; move through the maze, avoid the bats, and look for the shortcuts. The movement is a bit floaty, slow, and awkward, though I feel that may be a quirk of Playground more than anything else. I would recommend tweaking the RigidBody and Move component settings to see if that makes movement less floaty (something I need to do for the game I'm working on too!) I also might see if the bats could be made to move a bit faster to make them more of a threat to the player.
Theme: You all nailed this! The pixel art is super cute, and the color palette fits the vibe of the game well. I like the design of the bats a lot, they clearly read as enemies to avoid. The game feels cozy and autumnal, I like the mood of it a lot.
Engagement: The only critique I have engagment-wise is that more responsive movement might make the game physically feel better to play. Looking for hidden paths in the corn is a really fun variation of a maze game, and I was engaged with that mechanic in particular.
Oh, I forgot to mention that the player's HP only shows up in the first room, not any others after that.
Viability: The game is playable through many stages until the errors mentioned. I do think the playable elements so far work together and the death screen works too! But I think something is wrong with the overlay on it.
Presentation: The rules are understandable! I could read the menu but it was a bit small and did not scale with fullscreen. Might be a setting in the inspector you have to adjust for that. I understand the movement and sprites are still very WIP, but I think adjusting the player movement to be a bit easier to control will go a long way.
Theme: The theme is so good! Such a creative concept with nice pixel art to go with it. Y'all nailed this.
Engagement: The game is very creative and I would love to see how you two continue to expand on this! I can also really appreciate the little extra details such as the animations!
Overall, I really like what you have so far! I also understand its very WIP and there's errors that can't be predicted.
- Luke