Florr is one of those games I wanted to like. The idea of controlling a flower and collecting petals as weapons is quirky and creative. I thought it would be a fun little distraction—maybe even something to keep coming back to. And for a while, it was. But the more I played, the more the cracks started to show.
The game doesn’t really guide you, which some might consider a feature, not a flaw. But I found it more confusing than charming. There’s a lot of guessing early on—what do different colored petals do? Why do some enemies explode on death? Why can’t I damage certain barriers? I had to look up basic mechanics just to stay alive.
Once I understood how things worked, the gameplay loop became more engaging. There’s some real satisfaction in building a powerful loadout and watching your flower shred enemies in every direction. But it’s a steep road to get there, and every death resets all your progress. That felt more punishing than fun.
Also, the balance is strange. Some enemies feel way too strong for their level, and a lot of fights come down to luck—did you get good petals early on or not? There’s skill involved, sure, but RNG plays a bigger role than I’d like in a game that punishes failure so harshly.
On the other hand, I can’t deny that the core idea is clever. The rotating petal mechanic is unique, and when the game runs smoothly, it’s enjoyable in bursts. It’s the kind of game I might return to once in a while, but not something I can see myself grinding long-term.
If you’re into quirky indie games and don’t mind a bit of chaos, Florr might be up your alley. Just don’t expect it to hold your attention forever. For me, it was a fun weekend distraction—and that’s okay too.