The comparison we can draw immediately is to
Osmos, a great independent game that has found some success on PC and now mobile platforms. What made that game interesting was its very abstract and organic style of play. In a similar vein, nothing about
Eufloria is recognizable, outside of a few far afield sci-fi themes. It's a "god game" in some respects, but it's unclear whether your dominion is at a cellular or interplanetary level. The game does allude to planets, so we'll go with the space theme as our default. There aren't really characters in the true sense, just orbiting specs that reveal themselves to be organisms, as you zoom in closer. These organisms are spawned from plants that root themselves in a planet, and you now know everything necessary to play a game of
Eufloria.
No, seriously. That's it. The premise of the game is that a dark force is threatening the cluster of planets where your organisms reside, and you'll need to amass your forces to conquer this threat. You do all this by hopping from planet to planet, building production and defending your position all the while. The enemy is doing the same, so there's the constant threat of attack hanging over your head. In every way, Eufloria presents the classic "power triangle" so instantly recognizable to gamers. The premise is "A beats B, B beats C, and C beats A." Certain organisms are just better against others, so your strategy comes down to developing and deploying the right forces for each situation you encounter. This holds true for the game's main Story Mode, and there are two unlockable modes with extra levels, Skirmish Arenas, and Dark Matter Mode. What's missing is some kind of multiplayer option, which would have elevated Eufloria from an interesting distraction to something much more compelling.