🃏 [Review] - Floppy Knights
Hi everyone! This time I want to talk about Floppy Knights, a game I personally finished and spent quite a lot of time thinking about afterward. I went into it expecting a light, creative tactical card game—and while I did get that, I also ran into quite a few design choices that constantly made me stop, rethink, and sometimes feel more tired than excited.
Game Title: Floppy Knights
Genre: Tactical Turn-Based / Deckbuilder
Developer: Rose City Games
Rating: Very Positive on Steam
First Impressions
From the moment I started Floppy Knights, I really liked its identity. I love the idea of combining grid-based tactics with card mechanics, and visually the game immediately stood out. I felt like I was playing something playful but smart, almost like a Saturday-morning cartoon turned into a tactics game.
Normally, tactical deckbuilders focus heavily on numbers and efficiency. Here, I felt the game leaned more into creative positioning and card synergies, which I appreciated. Compared to games like Into the Breach or Slay the Spire, Floppy Knights feels more experimental and expressive—but also less strict in its balance.
Gameplay
This is where I have the most to say, because I spent a lot of time thinking while playing Floppy Knights.
I enjoyed how card skills are not locked to specific units. I can apply abilities from one unit’s card to another unit, and this alone opens up a lot of strategic variety. I often found myself experimenting, combining cards in ways the game clearly wanted me to discover on my own.
Movement animations and combat animations are excellent. I really felt that each unit had its own attack style, and visually, every hit felt intentional. I liked watching my plans play out on the grid.
However, the pacing started to wear me down. I often felt that a single battle takes too many turns to finish, even when I already knew I was going to win. The game’s intentional slow pace, paired with extended encounters, can feel tiring for some players.
I felt the game would benefit from a rewind or undo function. The limited clarity of enemy action previews led me to occasionally misread situations, making some outcomes feel driven by unclear information rather than poor strategy.
On top of that, attack ranges and attack zones are not always well-balanced, especially for ranged units. I frequently felt that archers either had awkward angles or ranges that didn’t match the map layout, which made positioning more frustrating than tactical.
Special Mechanics and Design Choices
Every stage having different win conditions is something I genuinely liked. It forced me to adapt instead of repeating the same strategy every time.
The “special king unit” mechanic felt underdeveloped to me. The immediate loss condition tied to the unit meant I spent much of my attention managing its safety, even though its abilities didn’t feel especially impactful.


Progression and Content
I liked that new unit cards could be obtained through shops or side quests, which encouraged exploration and engagement with optional content. However, some cards felt overpriced for what they provided, and a few purchases had less impact than I expected.
This imbalance made the progression feel uneven. I wasn’t always excited to unlock new cards, because I couldn’t trust their value.
Conclusion
I think Floppy Knights is perfect for players who enjoy slow, thoughtful tactical games and don’t mind stopping often to analyze every move. If you like experimenting with strategy and don’t mind some rough edges in pacing and UI design, this game has a lot to offer. For me, it’s a great idea that’s just a few quality-of-life improvements away from being truly excellent.
You can find the game on the store here:
Thank you.














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