Blog Post
Love the tease! If the Elemental system can be sorted out, my biggest gripes after that is:
- The Level pacing (either maybe increase plant cooldowns across the board, or make zombies spawn faster - cause currently -- you can make a row of T3s before the level even challenges you),
- The sun economy (Sun-Shroom needs a severe nerf, Sunflower might need nerfing too) - What's the point of Sun Costs if you gain sun faster than your plants' cooldown allows? The levels just devolve into plant spamming as fast as possible, with no need for strategy or reacting to the level.
- Reworking perks (they could be more interesting, the multiple "lobbing" perks like Chiller, Bomber, etc. are so similar and also don't fit the theme of the plants they are assigned to at all... and certain Tier 3s that have inherited multiple perks just become OP)
- Zombie designs need reworking. The Zombies that "counter" certain plants aren't great at all. You already have the elemental system to incentivize thoughtful loadouts. (Zombies can be strong against certain plants, but making them immune to damage types is crazy... eg. Punching Imp, Volleyball Zombie).
- Those zombies are also just boring if you didn't bring the plant that they counter. Punching Imp, Volleyball Zombie, literally act like Regular Zombies with high HP.
- Plant designs need reworking, especially Nighttime plants. Night plants are merged with Sun-Shroom which makes them cheap (their advantage), but making them more powerful than regular plants doesn't make sense, and also means the plants don't do anything special.. The difference between a Puff Shroom, Strikehorn, and a Peashooter, Bop Choy, is higher damage.. but they don't feel unique enough.
- To follow up on the previous point, Tier 3 plants need more unique behaviour, it feels like all they do is more damage, but I'd really like to see some unique mechanics.