
Developed/Published by: Playables / Panic
Released: 31/07/2025
Completed: 03/02/2026
Completion: Crossed off every fly’s bucket list.
There’s a cliché about criticism, that the worst thing that you can have to review is something mediocre; the idea being that there’s nothing that much to say one way or another when something’s just fine. But actually, I sort of think that’s not entirely true–at least when it comes to games. Because think of the platonic ideal of the “7/10” game; a “mediocre” score under the prevailing wisdom of not using the entire scale, but often games with grand ambition they couldn’t quite match, or interesting ideas that didn’t entirely work.
Really, the worst thing you have to review is something that’s overall good… but unremarkable. Something you enjoyed… but couldn’t find anything special about. Something successful at what it set out to do… but what it’s set out to do is forgettable.
I think you can see where I’m going with this.
Time Flies comes from Playables, a production company with a focus on what they describe as “playful interactive projects” (and I do think this intentional distinction from games is important) and is published by Panic. Panic, of course, behind the Playdate, but also a surprisingly large slate of games in 2025 including Despelote, a game I consider interestingly boring (and one of their 2024 releases, Thank Goodness You’re Here!, was absolutely my game of that year.) In Time Flies, you play a fly who, in its short time on earth, has a “bucket list” to cross off, and so you fly about a side-scrolling black-and-white 2D world attempt to do all the things on the list (things like “get drunk” or “read a book”) before you die.
The trick is that the fly’s lifespan is the length of time you have per attempt, and that lifespan is based on the average lifespan in the country you are playing the game from, with years as seconds. So, for example, in Canada I got a whopping 81.6 seconds per attempt; in other countries it could be significantly less. I’ll talk about this aspect of the game in a moment–feel free to count it in seconds–but mechanically, at least, it simply means that you have a handful of seconds to do everything, and if you don’t do all the things in one life, you simply start again with another fly.
There are a few points of comparison here, play-wise, none of which quite fit. There’s Minit, of course, where you’ve got a minute to complete a quest (and which is also in a striking black and white) but as you keep your inventory, it’s more incremental. There’s actually Thank Goodness You’re Here, where you similarly interact with a world in a limited way to make funny things happen–though that’s more narratively driven. And then there’s the original Glider for Mac, which is probably the first thing old bastards like me will think of, and I think the most likely to be an actual source of inspiration; but that’s far more of an action game (although you do “collect clocks” in both games. Sort of.)
Really, even with the tension of having to do everything in a single life giving Time Flies the air of a “speedrun” game, it is much more a continuation of Playables “playful interactive projects.” Yes, the fly can die if you do something like stick it on some flypaper (come on man, have some sense) but the fly is in many ways just a cursor that you’re using to make funny things happen. So, for example, you push two statues together and they kiss. That’s amusing. Or you fly back and forth over some guitar strings and it makes some noise, counting as “learning an instrument”, and you can do it for as long as you like (longer than you need to, usually.)

This is… enjoyable! And it very much does not outstay its welcome. You get four levels with a selection of things to do, and just enough play in it that you have fun flying around, doing the things, then working out the racing line to do them in one life. It’s not boring, or too difficult, and moving the fly around feels good.
But it’s also the kind of thing that doesn’t stick with you at all. At the end of the game, all those memories flash by in the fly’s mind, all these things lost, like tears in rain, and… yeah. I did some silly stuff for a while and now it’s done.
Now, to be fair, not everything as to be dripping in meaning, but Frei did describe the game to Stephen Totilo as a game about “the finiteness of our existence and what to do with it, with the time we have.”
I think the use of real World Health Organization data for your lifespan is interesting–I like that it forces the majority of the assumed audience to, quickly, face up to the idea that by simply living in a Western country they get to experience more time to do more silly things. And it may simply be that, possibly, I’m just somewhat nihilist; I’ve lived long enough now to know how much I’ve already forgotten that felt so important to me at one point, so I’m not sure anything matters than the moment. It’s possible this could hit you in some way that is deeply profound.
But I had an enjoyable 70 minutes and that’s, you know… it. And it really puts the game in a weird position for me where I basically recommend it–it’s fun, funny and I liked it–but I still feel kind of indifferent.
Will I ever play it again? There’s only so much time on earth… I feel like something I played recently taught me that…
Final Thought: One thing to be said is that I really appreciate Totilo talking to the developers about it and focusing on the life expectancy angle; the team’s decision to include Palestine is meaningful, even if they are using out of date statistics and most players will never notice it.




