Well, I picked this one up, despite the price tag. I've given it a decent run through, but haven't yet unlocked all the modes. At its core, it's a simple real-time strategy game. What makes it stand apart is apparent in the videos you'll find. The look, sound and mechanics of the game all have a certain natural flow. The overall is like Starcraft meets Flower, or Led Zeppelin (the Immigrant Song) meets Aqua (Candyman).
For those looking for the traditional RTS, you may be disappointed. The game lacks the usual structure and format, and depth of development. In other words, its pretty simple. However, its simplicity seems like a necessity, rather than a weakness. Without its simplicity, the game might not have the flow and smoothness it currently achieves. And its not TOO simple.
As you progress through the story, you're given a variety of scenarios and goals, and slowly taught the ins and outs of the gameplay. You start with an asteroid, and a plant that produces petals. These petals are your soldiers, and each asteroid produces different qualities of petals. Your petals are used to defend your asteroids, attack other asteroids, scout undiscovered asteroids, and convert enemy asteroids. And your petals have "stats" that help them accomplish these tasks (determined by the asteroid producing them).
The second step is discovering the defence flower. Each asteroid can grow a certain number of flowers (between 1 and 5). A defence flower can't produce petals, but instead acts like a mortar cannon, slowly dispatching invading petals. The strategy of the game at this point involves capitalising on the choicest asteroids, determined by how many flowers the can grow, what quality of petals they'll produce, and how far they can let your petals travel (the larger the asteroid, the larger the circumferance of its reach). The reach of an asteroid will also help you determine best defensive strategies, finding where bottle-necks and cut-offs occur, to minimise the spread of your army's defenses (just because one asteroid can reach another due to its size, doesn't mean the other can reach all the way back, making the other vulnerable to attack, but unable to directly retaliate).
Once you're familiar with these aspects of the game, you'll gain the ability to increase a single stat of any asteroid, by feeding it an equivalent amount of petals. In this waym you can make your asteroids produce more specific kinds of petals, energy for converting asteroids, strength for attacking and defending, speed for scouting and/or quick attacks and defences.
Finally, you'll be introduced to the seed. Petal bearing flowers will occasionally produce a seed which you can control. You can direct it to the asteroid of your choice, and decide whether you want to plant it under a petal or defence flower. It will cause a defence flower to produce a single but recurring flower that can be directed to any asteroid to aid in attacks or defence. It's like a juggernaut soldier. If the seed is planted under a petal flower, all the petals produced by that flower glow, which simply means they're stronger, like elite soldiers.
While there doesn't seem to be as much depth in this game as you would find in a regular RTS, it is replaced by the smooth flow of the game. The sound, look and feel of the game are unique, stark and beautiful. And it has multiple modes, all of which I haven't tried yet. Overall, a very enjoyable addition to my PlayBook, though a little pricey.