Game review
FlyKnight
7.5 / 10
- Developer
- Wabbaboy
- Publisher
- Wabbaboy
- Released
- 31 January 2025
- Platforms
- Windows
- Genre
- Action, Adventure, RPG
- Players
- Co-op
The short version
Biggest strengths
- A remarkably charming, distinctive presentation that draws consistent, enthusiastic praise for its visual style, sound design, and quirky "fly becoming a knight" framing
- A tight, filler-free three-to-four-hour campaign that the overwhelming majority of reviewers describe as fully worth its very low asking price
- Genuinely enjoyable, low-friction co-op that multiple reviewers specifically credit as a highlight, unlocked early and easy to jump into with friends
Biggest weaknesses
- A widely and specifically criticized stamina system that several reviewers say makes fighting most enemies simply not worth the resource cost, encouraging players to run past encounters rather than engage them
- Slow, deliberate movement and combat speed that a meaningful minority of reviewers find tedious rather than atmospheric
- Real, specific bugs including a reported broken achievement trigger, sidestep functionality failing until a ring is re-equipped, and stuck UI tooltips
7.5 / 10
A fly who wants to be a knight, and mostly earns it
FlyKnight's premise is exactly as delightfully strange as its title suggests: you play a fly attempting to earn knighthood, exploring, fighting, looting, and fishing your way through a first-person dungeon crawler explicitly inspired by King's Field and Old School RuneScape, in order to oppose an evil witch and lift a curse preventing everyone from growing wings. It's a tiny premise executed with a huge amount of specific, evident charm, and based on the available English-language review sample of 9,194 reviews — 8,875 positive, 319 negative, landing at an Overwhelmingly Positive rating — that charm has connected with an enormous audience relative to the game's tiny five-figure playtest scope and nine-dollar asking price.
"Stunning. The look, feel, and sound of OSRS, with similar mechanics to Dark Souls. There is no level system, it is entirely equipment based, however, if you enjoy looting like I do that shouldn't be a problem. The game flows perfectly, and for the price is outstanding," one reviewer writes, capturing the dual genre inspiration precisely. A separate reviewer draws the King's Field comparison even more explicitly: "A seriously great but short dungeon crawler heavily inspired by King's Field. There is a surprising amount of weapons, armor, spells, and mobs. Exploration is heavily rewarded. The graphical style is quirky but I love the design and there are some really great effects." Reviewers consistently frame the price itself as almost absurdly generous relative to what's on offer, with one memorable comparison recurring in slightly different forms across the sample: "Game is price of good hamburger. Game good and last longer than burger."
A stamina system that undercuts its own combat
Set against that near-universal presentation praise, the most substantive and consistently repeated criticism concerns the stamina system, and specifically how it interacts with combat. "The combat became meaningless when I realised I was only burning my valuable stamina resource on enemies. It was better spent just running past them, evading the traps, and touching the next fire. Ignore the fights, loot and scoot, because there's no other reason to fight enemies than to waste your time," one detailed critical reviewer writes, describing a genuinely significant design problem: a resource system that actively discourages engaging with the game's own combat encounters rather than creating meaningful tension around when to fight.
A separate reviewer frames the same underlying issue from a slightly different angle, focused on weapon variety rather than avoidance strategy: "So clunky and keeping the stamina up is a big issue. Why bother adding those weapons in the game if I can't use them properly. Yes, even without wearing armor." A third reviewer specifically ties the stamina complaint to overall pacing frustration: "Stamina regen feels painfully slow in combat even with light equipment. Just feels like certain weapons use way too much stamina or the base stamina pool is too small." That degree of independent, specific agreement across multiple critical reviews — not just "combat is hard" but specifically "the stamina economy discourages fighting at all" — points to a genuine systemic balance issue rather than simple difficulty tuning that some players found harder than others.
Slow and deliberate, or just slow
A related complaint concerns overall pacing and movement speed. "This game for me it's just... uninteresting. The combat is clunky (and SLOW), and the exploration is very limited (and also SLOW)," one reviewer writes, while a separate reviewer reports a specific, concrete consequence of that pacing on their own playthrough: "Movement is super slow, combat is a slog, and finished the game in 2 hours. I think the pricing is fair and worth a try if your interested, but we just didn't enjoy it." It's worth noting that this pacing complaint sits in direct tension with how many positive reviewers describe the exact same slow, deliberate movement as contributing to the atmosphere rather than detracting from it — a genuine matter of taste this review sample splits on, rather than a universally agreed flaw.
Too short, and nearly everyone says so happily
By far the single most repeated sentiment across the entire review sample, positive and negative alike, is that FlyKnight is too short. What's notable is how consistently that complaint is framed as a compliment rather than a genuine grievance among the positive majority. "It's heartbreaking how short the game is, it was definitely a fun experience for its price, I do hope they add more to it," one reviewer writes, a sentiment echoed almost verbatim by dozens of others in the sample. "As the other reviews have already said, this game was way too short. But man, was that amount of time, GOOD! I felt like my ~4 hours of playtime was tightly packaged with no filler at all, absolutely no complaints," a separate reviewer states, specifically praising the lack of padding as a virtue rather than treating brevity as an unambiguous flaw.
Among the more genuinely critical reviewers, though, the same brevity reads differently: "The game is approximately 2-3 hours in total length... this feels more like a long demo than a complete game. The progression is very limited, it felt like there was supposed to be more but then it was over," one detailed negative review states, arguing the short runtime compounds rather than offsets the stamina and pacing issues raised elsewhere. The achievement data offers a useful, concrete anchor for judging the length debate: across just five total achievements, boss-kill milestones run from 64.3% down to 43.4% and then 33.1% for the game's final confrontation — a genuinely high completion rate for a final-boss achievement, consistent with reviewer reports that most buyers who start the game finish it within a single sitting or two.
A charming rough draft with real promise
Even reviewers who land on a critical overall verdict tend to frame their complaints as evidence of wasted potential rather than fundamental failure. "A nice concept with some very nice ideas, but overall falls a bit flat due to some issues. The lack of leveling and stat growth enforces equipment swap, but at the same time the lack of a better management for stamina other than fishing makes the player go for a naked run rather than a full plate," one reviewer writes, identifying a specific tension between the game's equipment-based progression and its stamina economy that undercuts armor as a meaningful choice. Several reviewers explicitly hope for future DLC or expanded content, with one stating plainly: "I would pay AAA prices for a longer game in the same style" — about as strong an endorsement of a short game's core ideas as a review sample can offer.
Real, specific bugs also recur across the sample, distinct from the design-level complaints: a broken achievement trigger, sidestep functionality that reportedly stops working until a ring is re-equipped, and UI tooltips that get stuck on screen. These read as ordinary launch-window rough edges rather than anything structurally serious, but they're worth naming plainly given how consistently they're reported.
Where this leaves it
FlyKnight is a small, distinctive, and genuinely charming first-person dungeon crawler that punches well above its nine-dollar asking price on presentation, atmosphere, and co-op fun, undercut by a stamina system that several detailed critical reviews say actively discourages engaging with its own combat, and a length that even its biggest fans describe as too short, if forgivably so. The overwhelming positive consensus reflects a game whose ideas and execution are strong enough that its main flaw is leaving players wanting substantially more rather than driving them away. Easy to recommend at its price point for fans of atmospheric, King's Field-style exploration, particularly with a co-op partner; just go in expecting a tight few hours rather than a lasting campaign.
Pros and cons
Pros
- A remarkably charming, distinctive presentation that draws consistent, enthusiastic praise for its visual style, sound design, and quirky "fly becoming a knight" framing
- A tight, filler-free three-to-four-hour campaign that the overwhelming majority of reviewers describe as fully worth its very low asking price
- Genuinely enjoyable, low-friction co-op that multiple reviewers specifically credit as a highlight, unlocked early and easy to jump into with friends
- An equipment-based progression system with real weapon, armor, and spell variety, alongside an integrated fishing mechanic that reviewers say fits the core loop well
Cons
- A widely and specifically criticized stamina system that several reviewers say makes fighting most enemies simply not worth the resource cost, encouraging players to run past encounters rather than engage them
- Slow, deliberate movement and combat speed that a meaningful minority of reviewers find tedious rather than atmospheric
- Real, specific bugs including a reported broken achievement trigger, sidestep functionality failing until a ring is re-equipped, and stuck UI tooltips
- Overwhelmingly, even among fans, criticized for being too short, with most completions landing in the two-to-four-hour range and leaving reviewers wanting substantially more content