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Zombie weakness
Make the Peashooter the weakness of the basic zombie, the Conehead zombie, and the Buckethead zombie.p53enhj2l3am4 hours agoSeasoned Rookie51Views0likes3CommentsPlants to add
For plants they should try to add, they should look at pvz2 mods that add some seediums, but dont have them all. For example, collided has a few of them, but not all of them. Gardendless would also be a good place to look. Its a simple and effective way to see what plants the community enjoys that wouldnt take as much time to implement and are already popular. Im not saying directly port them from those mods, or leave them unchanged, but it would be nice for some familiar faces to show up that the community likes.Liber1094 hours agoSeasoned Traveler5Views0likes0CommentsFeedback: Bring back Wild Seeds from 3-star Adventure rewards (v36.0.9)
Version: 36.0.9 I’m writing to give feedback about removing wild seed rewards from 3-star adventure clears. This was the most reliable free way to collect wild seeds and unlock/upgrade plants. Now the plant upgrade cost is very high, and other sources (Zen Garden, Lawn Patrol) drop far too few seeds. The progression feels terrible and grindy for free players. Also, the UI still shows the seed reward icon on level select, which is misleading. It feels like a bug even though the team said it’s intended. Please consider bringing back wild seeds from 3-star adventure rewards, or greatly increase wild seed drops from other free content. Otherwise many players will quit. I love PvZ and want this game to be good.23Views0likes2CommentsFeedback: Bring back Wild Seeds from 3-star Adventure rewards (v36.0.9)
版本:36.0.9 我写信是想给你反馈 从3星冒险清除中移除野生种子奖励。 这是收集野生种子和解锁/升级植物的最可靠的免费方式。现在的植物升级成本很高,其他来源(禅园、草坪巡逻)掉的种子太少了。对于自由球员来说,这种进步感觉很糟糕。 此外,UI仍显示种子 等级选择上的奖励图标,这是误导。感觉像是一个错误,即使团队说它是故意的。请考虑从3星冒险奖励中带回野生种子,或从其他免费内容中大幅增加野生种子滴数。 玩家会退出,我喜欢PvZ,希望这个游戏好。25Views0likes1CommentAbout The disapeared seeds reward in adventure mod
for all of players,the disappeared seeds reward for adventure mode isn't something good to get new plants without pay a lot to get seeds to unlock it especially 3 tier plants. level up a plant to 5 or above can be impossible to accomplish,and if they want to beat the level that have level 8 or Yes as your all know the Zen garden has a poor reward in plant seeds,you have to plant more plants and waiting for a long time to get few seeds.Only Use This to get plant seeds is really bad for my experience of playing Plants vs zombies3 Evolved.If this game change will last forever,I prefer not to play it .misakaushizura1 day agoRising Newcomer50Views1like1CommentHello dev i have something to say!
Hi !As you can see, the music in PvZ 1 and 2 is a major highlight—in fact, it’s a big reason why I’m drawn to play the games (largely just to listen to the soundtrack! :P). Could you please consider bringing on a dedicated game music composer? I’d love for the music to be more engaging and catchy; right now, it feels quite dull. Please take this into consideration. Thank you! You guy are doing amazing with this game. Please keep it uptarol_12341 day agoSeasoned Newcomer18Views1like0Commentsideas for "Plants vs Zombies 3 Evolved"
An idea! "Comic Chapters" (or "HQs" in Portuguese): The first chapter takes place on the main lawn and consists of 50 levels. The early levels serve to introduce the initial plants—as they currently exist—and there would be a preview button showing which plants can be unlocked in that chapter. Example: "In this chapter, you will obtain:" - Sunflower - Peashooter - Wall-nut - Potato Mine Naturally, these would come alongside their "pure" fusions. Subsequent chapters would feature different elemental plants. Each level would reward the player with 5 seeds for two random plants. "Wildcard" seeds could be earned through online play against other players or via special events. And, of course, we need a solid narrative—the story could be presented through comics that players can flip through and read. That would be great! Beyond elemental plants, new seasons could introduce standard plant types, such as explosive or piercing plants. We could also include animations that reveal new parts of the lore whenever a new chapter is unlocked. Each chapter is set on a specific lawn, and every 5th level could feature a special "conveyor belt" stage with a mini-game—like the classic "Wall-nut Bowling," for instance. A proper online mode. An "Arena" or "Battle" mode. I’ve come up with three game modes: Score Mode: Defeat zombies to earn points, just like in *Plants vs. Zombies 2*. High Score Race: Be the first to reach 5,000 points by defeating zombies. In this mode, you’d be restricted to a pre-selected set of plants or a conveyor belt setup. And the best one: *Plants vs. Zombies* (PvP): You can play as either the plants or the zombies. As the plants, your goal is to destroy the zombie base by dealing 5,000 damage to it. As the zombies... You have to reach the other side and eat 3 brains. You cannot see the cards your opponent has chosen for the battle. To make things more fun, you can fuse zombies with various elements: if you use a jug of water on a basic zombie, it becomes a "campsite" zombie; if you use cheese, it becomes a "volcano" zombie; and if you use slime, it becomes a "sewer" zombie. In online mode, all plants and zombies are level 1 to ensure balance.kaalel22 days agoSeasoned Newcomer12Views0likes0CommentsPvZ3
Всем привет. На уровнях 91-93-94 не считают очки не понимаю что делать, не могу пройти игру дальше. Я зарабатываю звезды и они исчезают в итоге при прохождение миссии, что делать? Hi everyone. On levels 91, 93, and 94, my points aren't being counted; I don't know what to do, and I can't progress any further in the game. I earn stars, but they end up disappearing once I complete a mission—what should I do?12Views0likes0Comments60-120 FPS
Please add a 60 FPS option to Plants vs. Zombies 3: Evolved! The game currently runs at 30 FPS, which makes the animations feel less smooth. Please consider adding a 60 FPS option in a future update. It would make the gameplay much smoother, especially on devices with high refresh rate displays. Thank you!Solvedrjdsdgb8om243 days agoSeasoned Newcomer42Views0likes1CommentAdventure mode needs another overhaul
I've been enjoying the game so far, but I can't deny that it still has many issues. And the biggest of them all in my opinion is the abysmal level progression in the Adventure mode. Imagine you're playing PvZ1, but after you finish the nighttime levels you go back to daytime. Then you get to the pool. Then daytime again. Then pool. Then nighttime. Then fog. Then daytime. Rinse and repeat for as long as you will. Does that sound fun? Well, I hope it does, because that's what you'll be doing in this gamemode! It just... doesn't feel rewarding at all. Finishing an area and then going back to a previous one with the sole purpose of progressing in the story (which also needs a revision, by the way) makes me feel like I've accomplished absolutely nothing. There's also the amount of levels. As of the moment I'm typing this, Adventures has 275 levels and it's still going strong. Yet most of these are very forgettable and repetitive. It just feels like they're getting us to keep playing the game by releasing a good bunch of levels with every update. But this isn't Candy Crush, for crying out loud. Focus on polishing a small amount of them instead of giving us lots and lots like crazy. Like the saying goes, quality over quantity. I feel like the best way to fix this (other than adding more enviroments, but it looks like they're already on it) is by bringing back the different adventures from the 2025 build. Twinkle Twinkle Little Zombie, 20,000 Legumes Under the Sea, and hopefully more. Think of them like the worlds in PvZ2 with a slightly different approach. I don't know if the devs are looking forward to them too but I'm really hoping they return. Just... be easy on the amount of levels. 50 per adventure is fine. 25 even, but maybe that's pushing it. Sorry if that sounded too harsh. I just really want the game to succeed. It has come such a long way and I don't want it to waste its potential now.vb9z2tszuis34 days agoSeasoned Newcomer30Views1like0CommentsA possible alternative beyond the elements
What if we had concepts that went beyond traditional "elements"? I’ve mentioned a few times—actually, quite a few times—that I’m not a big fan of element-based systems; they’re just too limited. But then I thought—drawing inspiration from Marvel’s Infinity Stones—that we could have concepts that extend beyond basic elements; things not confined to a single, narrow definition. An example can be seen in the Water Chestnut—which is not merely an aquatic nut; its peculiar characteristic is its ability to heal itself! Within the context of these concepts, each type of plant yields a different result, although some traits of the original plant may be preserved. Furthermore, PvZ Heroes has some cool plants that could be used as a inspiration for this~ 🍃Loboelho5 days agoRising Vanguard29Views0likes0CommentsThe element system in PvZ3 Evolved makes the game excessively easy
Dear PvZ3 Evolved developers, after title update 2.0, the game has become excessively easy. Specifically, plants with certain elements now defeat zombies with specific elements almost immediately. Even the gargantuar Fon-Doom is defeated the moment it lands on the first lane. This is because ice, slime, and electric plants deal 4X damage to zombies of their own element. This both restricts plant selection, forcing us to use the same plants all the time, and makes the game too easy, leading to boredom. This is unfortunately a limitation, not a strategy change. I kindly request that you either fix this system or remove the element system altogether, as PvZ3 Evolved has become too easy and is starting to bore me. I hope you can find a solution.jhsvmm2iioy07 days agoSeasoned Novice88Views1like2CommentsAlternate merging recipes
Hello dear devs and players of pvz 3 evolved Today i want to request something that I saw a lot of people requesting. The idea is : Alternate merging recipes (AMRs). So basically some tier 3 plants could have a 2nd possible way to create . Have an example. Tingling pult is fused between lightning reed and tangle pult but now that there is cabbage volt you could maybe fuse it with cabbage volt and wrangle kelp. Take another one . The unreleased key lime pea is fused between puff pult and gremomade but now that catapulp is added you can fuse it with catapulp and giant sunshroom . This is the clarification of an AMR . The AMR is always the one that is cooldown efficient. Or sun efficient. But cooldown is the more important factor. The problem with this is that you'll always use the AMR . So to fix it you could give alternative merging a cooldown so that you could only fuse effectively every ,for example 10 seconds. I hope you understood everything and that you are going to add that . BYEsofyalkbanda7 days agoTraveler53Views1like1Comment- ji774h8ore4i8 days agoRising Newcomer58Views0likes1Comment
Welcome Dear dev team & players of PvZ 3: Evolution, please review below:
Dear Development Team of Plants vs. Zombies 3: Evolution & Players: The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. Hello! Wishing you all the best, may we have a wonderful time together, and may you be free from worries and negative feelings! Happy New Year! Thank you for reading my feedback and for being willing to listen to the genuine thoughts of Chinese players about Plants vs. Zombies 3: Evolution. Due to my limited English, the following content is translated by AI and may have some minor inaccuracies. As a loyal Chinese player, I have really enjoyed playing the game. At the same time, I have identified some areas that could be optimized, and I hope to contribute to the game’s further improvement. Should any parts of this written feedback be ambiguous or hard to comprehend, you may head over to The link for Plants vs. Zombies Video Asset Library of Every Official Release has been updated and is now accessible! to watch the supporting feedback videos. Each feedback title strictly matches its corresponding video. This cloud disk link includes fan works related to Plants vs. Zombies, as well as thrilling and engaging exclusive background music from the Chinese version of Plants vs. Zombies 2 for international players to enjoy! I would be extremely grateful for your support and approval if you would like to leave a like or vote. Even if you don’t support it, that’s completely fine—please feel free to read my feedback or other players’ feedback as you wish. 😊😊😊🌹🌹🌹 【We really, really need these optimizations! It should be appropriately centered on users. Thank you very much for taking the time to read my feedback. I look forward to continuous improvements in the future to bring a more excellent experience to users. Thank you!】 Priority Potential Issues & Bugs Unable to Make Purchases for Chinese Players Players logged in with a Chinese mainland Apple Account cannot complete purchases with RMB, and the price of all in-app purchase items always displays ¥0.00. 【If you cannot understand this description clearly, please watch the video in the attachment!】 Unavailable Ad Viewing for Chinese Players Players logged in with a Chinese mainland Apple Account sometimes cannot claim corresponding rewards by watching in-game ads with an error prompt popping up. They usually need to wait for a period of time before they can watch ads and claim rewards normally. 【If you cannot understand this description clearly, please watch the video in the attachment!】 Failure to Interact with the 4th Flower Pot in Zen Garden Players logged in with a Chinese mainland Apple Account may unlock the permission to plant favorite plants in the 4th flower pot of the Zen Garden by watching ads, but even after unlocking, they still cannot plant plants in or interact with the 4th flower pot normally. 【If you cannot understand this description clearly, please watch the video in the attachment!】 Suggestions & Feedback I. Functional & Interaction Logic Optimization Proposal for Promoting Full-Platform Ecosystem Layout At present, Huawei HarmonyOS Next boasts huge market potential. It is recommended to promote the full-platform ecosystem layout in the following directions: Build a cross-platform cloud data interconnection system to fully cover the mainstream operating systems and devices below, and achieve global launch on corresponding application markets: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS — launched in all regions on the Apple App Store; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile — launched in all regions on Huawei AppGallery; Android Ecosystem: Android, Android TV — launched in all regions on Google Play, Amazon App Store and other Android application markets; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm — launched on Microsoft Store, Steam and other platforms (including but not limited to the above channels). Core Value: By realizing real-time synchronization of game progress, save files, personalized settings and other data, the barrier of device switching is eliminated, creating a seamless gaming experience for users and further improving user retention rate and brand competitiveness. Account Management Optimization Accounts created via Apple Account or mobile phone number can be mutually associated, and can also be bound to other accounts at the same time. 【Support mutual binding: Apple Account & Huawei Account & Phone Number & WeChat & QQ...】 Improved Local Preference Configuration Local Preference Configuration includes:Saving your favoritePlant Loadouts;Creating custom Plant Loadout presets. All Local Preference Configurations will be automatically uploaded to cloud servers. Your settings will remain intact and sync in real time when logging into the same account across different devices! New Fate Cards Gameplay The well-received Fate Cards gameplay fromPlants vs. Zombies 3China Server and Global Server is officially added to this build, compatible with hard modes such as Memory Journey and Time-Limited Secret Realm. Fate Cards rules:Three random buff cards appear in-battle for players to pick one;Cards grant temporary battle attributes including plant damage boost, sun cost reduction, elemental enhancement, and special combat buffs;Cards can be rerolled by spending Diamonds or watching ads. Newly rerolled Fate Cards donotreplace existing ones; they stack alongside acquired cards, allowing players to freely build battle strategies. This gameplay fits the balanced difficulty of the current version and accommodates all player groups. Casual players may use card buffs to clear levels easily without repeated retries. Veteran players may opt out of Fate Cards entirely, preserving the challenge of manual skill-based runs. It enriches battle mechanics, increases randomness and fun per match, eases frustration from hard stages, reduces third-party account boosting and farming services at the source, and improves game reputation and player retention. Lawn Mower Mechanic Enhancement It is recommended to set 6 default uses for the lawn mower. When zombies are about to break into the house, the lawn mower will priority move to the most dangerous lane and trigger automatically. Players can replenish lawn mower uses for each lane by watching ads. The lawn mower will only be activated after zombies make contact with it, instead of triggering directly in the lane before zombies approach. 【Refer to Plants vs. Zombies 3 International Version for this feature】 No new zombies will be deployed in the lane cleared by the lawn mower; remaining zombies will be assigned to other lanes. If zombies in all 5 lanes are cleared, the remaining zombies will all spawn in the middle Lane 3. 【Refer to the original Plants vs. Zombies 1 for this feature】 When zombies are close to the player's house, nearby zombies will have a flashing red warning visual effect, the speed-up button will automatically turn off, while retaining the interface animation and audio effects of the international server. 【Refer to Plants vs. Zombies 2 International Version for this feature】 Sun Value Adjustment & Bonus Mechanism It is recommended to add Small Sun and Large Sun with fixed sun values as follows: Small Sun: 25 Medium Sun (Existing): 50 Large Sun: 75 【Refer to Plants vs. Zombies 2 Chinese & International Version】 In-Level Sun Supply Mechanism Watch 1 ad: Gain 500 sun, with a maximum limit of 10 ad views per level. 3,000 Coins → 3,000 Sun 1,000 Coins → 12,000 Sun 2,000 Coins → 39,000 Sun 3,000 Coins → 60,000 Sun In-Level Menu Function Optimization After tapping Exit Level in the in-level menu and the prompt "Zombies have broken into your house!" pops up, the game should automatically jump to the world selection interface without needing players to tap Continue manually. Avoid repeated pop-ups of Exit Level and Try Again options. II. Interface, Visual & Audio Comprehensive Experience Optimization Enhanced Animation Details for Collecting All Types of Resources Plants vs. Zombies 2 and Plants vs. Zombies 3 already support collecting sun☀️, diamonds💎, gold coins and silver coins via tapping, swiping gestures, and bulk collection by dragging the cursor without continuous tapping. Many players use stylus pencils to interact with touchscreen devices. Certain touchscreen hardware is compatible with the hover function of stylus pencils. We propose that on touchscreens with hover support, collecting sun and in-game currency with a stylus pencil triggers zoom animations or other visual effects. This will deliver more elaborate and entertaining gameplay experiences for players using hover-capable touchscreens. Scroll Visual Polish To prevent choppy scrolling visuals, implementinertial scrolling and bounce effects(iconic iOS behaviors) for theSelect Your Plants panel and every other scrollable UI page. Many older Android list views only support inertial scrolling with no bounce feedback. Plants supportDeathrattle & Disappearance Animations When plants are destroyed orshoveled, their Deathrattle effects activate. As previously noted: if Explode‑o‑Nut or Durian get shoveled, Explode‑o‑Nut will detonate right away, and Durian leaves Durian Pulp on its tile. Zombies feeding on the pulp will proc the Chili Bean effect. New Perspective Options It is recommended to provide three visual perspective options for all game interfaces: Ultra-High Perspective, High Perspective, Low Perspective. Different players have different demands for game screen display: High Perspective allows players to obtain comprehensive battlefield information, while Low Perspective focuses more on local combat, meeting diverse strategic planning and visual preferences. Dynamic Welcome Interface Optimization Proposal When entering the game, the "EA PopCap" logo shall be presented with gorgeous and exquisite dynamic animations matched with background music in sync with the animation rhythm, instead of the current simple static display. Meanwhile, the dynamic themed artwork of Plants vs. Zombies shall maintain continuous dynamic effects during loading, rather than only playing animations after the green progress bar finishes loading. In addition, upgrade the static green loading progress bar to the dynamic style of the international server. The dynamic welcome interface supports free position adjustment of all character sprites, and character animations are no longer limited to simple left-right swaying. This design can bring players a fresher and more vibrant visual experience and even attract more new players to join the game. 【Innovative Dynamic Visual Solution: running, flying, being knocked airborne, eye opening and closing, rich real-time changing facial expressions, etc. Character animations shall not be limited to simple swaying】 Level Camera Movement Optimization Proposal The current camera switching logic of all levels is to pan directly from the left lawn to the zombie camp on the right. Although the movement has a smooth transition curve, the overall performance is relatively single and fails to bring an immersive visual experience to players. It is recommended to retain the original basic camera path in subsequent versions. After the camera pans from the left lawn to the zombie camp on the right, it shall extend a certain distance to the right to briefly display a wider scene view and strengthen the spatial sense of the level. At the moment when the camera finishes moving right and starts panning back to the left, the plant selection interface shall pop up synchronously immediately. Connect the card selection phase with dynamic camera transition, which makes the interface pop-up more natural and smooth, and improves players' operational immersion. The smooth transition curve of the current optimal camera movement shall be retained. Avoid the slow rhythm of waiting for the camera to stop completely before popping up the plant selection interface. Plant & Zombie Shadow Form Optimization The shadows of plants and zombies shall no longer be single oval shapes. Instead, they shall be displayed in silhouette form and support real-time dynamic shadow changes. Sun Falling Speed & Visual Appearance Optimization At present, sunlight falls at a constant speed in all custom levels with monotonous visual performance. It is recommended to optimize the falling movement of Regular Sun and Far Future Explosive Sun to a non-linear decelerating trajectory — fast at first and then slow down, enriching the hierarchical sense of animation effects. Logically, luminous sunlight should not cast ordinary solid shadows when landing, which is unrealistic and artificially designed. Instead, soft glowing halos should appear at the landing position of sunlight. It is better if nearby plants produce light reflection effects corresponding to the sun halo, which is more realistic, immersive and interactive. If this causes high performance consumption, it can be launched in subsequent updates. After players collect sunlight into the sun meter, the sun meter will play a subtle flashing animation. 【Refer to Plants vs. Zombies 3 Chinese & International Server】 Element Appearance & Naming Optimization Rename the in-game "Diamond" to "Sapphire". Unify the texture appearance of Sapphire with the official Sapphire asset style of Plants vs. Zombies 3: Evolution International Version. Level BGM Expansion for Different Worlds Currently, each world only has standard level background music, lacking exclusive music for special levels and mini-games. It is recommended to match exclusive background music for special levels and mini levels respectively. In-Level Speed-Up Button Expansion & Optimization It is recommended that the in-level speed-up button can be toggled on and off even when the game is paused for better humanized operation experience. Obstacle Visual Optimization Make all tombstones spawn simultaneously upon entering a level for unified and coordinated visual effect. Replace the harsh white flickering damage effect of tombstones and other obstacles with smooth fade-in and fade-out animation, and optimize the time sequence connection of tombstone spawning. Level Victory Special Effects Upon winning any level, all obstacles (tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear, making the game interface cleaner and bringing players a sense of accomplishment and visual satisfaction. At the moment of winning a normal level, all plants on the battlefield will trigger synchronized cheering animations with vivid gestures to convey the joy of victory, allowing players to integrate into the scene and generate emotional resonance. This effect is adapted accordingly in versus modes: plants on the winning side cheer enthusiastically, while plants on the losing side show dejected and droopy postures. The distinct emotional contrast greatly enhances battle immersion. Restore the "Choose Your Plants" interface from other official versions To provide veteran Plants vs. Zombies fans with an authentic classic experience, we hope the new version can fully restore the "Choose Your Plants" interface from Plants vs. Zombies 1 and Plants vs. Zombies 2. The "Choose Your Plants" interface will be split into two sections: Plants and Loadouts. In the Plants section, players can select plants normally. It should also support automatically loading the plant loadout from the previous run, as well as clearing all selected plant slots. The Loadouts section allows players to create and save custom plant loadouts, and assign custom names to each saved loadout. In Plants vs. Zombies: Replanted, the camera transition for all levels pans horizontally from the lawn on the left straight to the zombie spawn zone on the right. Although the camera animation uses smooth easing curves, the presentation is rather monotonous and fails to deliver an immersive visual experience. For future updates of Plants vs. Zombies 3 Global, we propose the following adjustment: After the camera pans from the left lawn to the zombie spawn zone on the right, continue moving right for a short distance to briefly reveal a wider field of view and enhance the level’s sense of space. A "swish" sound effect should play during the camera movement to amplify the visual impact. The plant selection interface should pop up immediately the moment the camera finishes moving right and begins shifting back to the left, accompanied by a sound effect similar to the Store menu sound. Linking the plant selection phase to the dynamic camera transition will make the interface pop-up feel more natural and smooth, and improve player immersion. The existing smooth easing curves for camera animations should be preserved. Currently, the plant selection screen only appears after the camera movement fully completes, which leads to slow pacing. 【Reference implementation: Plants vs. Zombies 2 Chinese Server & Global Server】 III. Plant & Zombie Mechanism Optimization Chlorophyll Tactical Boost Chlorophyll clearsall negative status effects on plants! Examples: plants engulfed by poison mist; plants entangled by octopuses; hypnotized plants; plants transformed into sheep & frogs… Ice-shroom Tactics Optimization & Expansion We understand that in the originalPlants vs. Zombies, Ice-shroom is an instant-use plant. In this brand-newPlants vs. Zombiesspin-off title, Ice-shroom retains its signature ability to freeze all zombies on the board and deal damage to every zombie. This ability can be activated manually! Ice-shroom features a cooldown identical to Cob Cannon:cooldown only applies after manual activation. Plant Food ultimate ability does not trigger cooldown upon completion, and deathrattle activation carries no cooldown.Multiple Ice-shrooms can be planted to chain full-board freezes. To complement speedrun strategies, plant Ice-shroom at the 9-5 tile and feed it Plant Food to unleash continuous high damage across a 5×5 area while triggering its global zombie freeze. When dug up or destroyed, Ice-shroom activates a deathrattle that freezes and damages all zombies on the board. These mechanics function normally with or without its costume. 【Mechanics referenced fromPlants vs. Zombies 2: China Server】 Tile Turnip Tactics & Performance Optimization When Tile Turnip triggers linked Plant Food ultimates, if some tiles are empty (no plants on them), planting a plant on those tiles will automatically grant that plant the ultimate effect to prevent wasted ultimate resources. Undesirable delay occurs while Tile Turnip propagates Plant Food ultimate effects to other linked tiles. Players may toggle off Tile Turnip’s "Delay Effect" option to eliminate this lag during ability propagation! 【This mechanic enables greater fairness and balance for speedrun scenarios inPlants vs. Zombies 2: China Server, such as Endless Challenge, Penny’s Pursuit and Jingle Challenge.】 Tactical Improvement for Pumpkin When Pumpkin is smashed and destroyed by a Gargantuar, it can block one instance of damage for the plant it protects. Tactical Adjustment for Hypno-shroom After a zombie finishes eating Hypno-shroom, the zombie’s health will be restored to full. If Hypno-shroom is smashed and destroyed by a Gargantuar, an explosion effect will trigger immediately, and the Gargantuar will be hypnotized. While the explosion animation plays, Hypno-shroom’s spores scatter and dissipate. Expansion of Threepeater's functional range When the Threepeater is placed on a tile at the edge of the lawn, it will fire two bullets at the middle lane within its range, and one bullet at either the first or third lane. This optimization effectively reduces resource waste. Gatling Pea: Element Fusion & Performance Enhancement Gatling Pea can permanently fuse with other elemental pea plants via stacked planting, with no restrictions on planting order (it works whether you plant Gatling Pea first or the elemental pea first). Fusable pea types: Fire Pea, Ice Pea, Electric Pea, Poison Pea, Shadow Pea, Primal Pea, Snap Pea, Triple Pea. The game design team can expand fusion compatibility later by introducing new elemental pea variants. Players can repeatedly stack different elemental peas to switch Gatling Pea’s elemental form. Stacking two Gatling Peas together will fuse them into an Ultimate Gatling Pea, which boasts drastically higher tactical value than a regular unfused Gatling Pea. Players may also re-stack various elemental peas to alter the Gatling Pea’s elemental form as needed. When Gatling Pea activates its Ultimate Ability, it fires a massive fan-shaped volley of peas. Unlike its original Ultimate, the number of peas covering its lane will not drop, significantly raising its tactical effectiveness! 【This mechanic references Super Gatling Pea from Plants vs. Zombies 2 Chinese Version】 IV. New Game Modes & Content Addition Expanded Crossovers with Third‑Party IPs & Cultural Organizations Following the proven crossover framework from PvZ 2 Chinese Server, roll out cross‑brand collaborations with third‑party IPs and cultural‑tourism institutions. Add crossover‑exclusive plants, character skins, levels and limited‑time events to diversify game content, mitigate gameplay repetitiveness, drive player engagement, sustain IP momentum and strengthen the unique identity and competitiveness of the Chinese Server. 【Reference: established crossover system of Plants vs. Zombies 2 Chinese Server】 Addition of Characters from Other Official Titles We recognize that the original Plants vs. Zombies already featured interactive character scenes with the player. Early segments only included Crazy Dave interacting with the player. Later, Penny and Dr. Zomboss joined these exchanges alongside Crazy Dave and the player. Group interactions featuring Green Shadow, Solar Flare, Wall‑Knight, Sunflower, Peashooter, Wall‑nut and other characters were then added, playing right before a level begins! This also covers exclusive protagonists Nate Timely and Patrice Blazing from Plants vs. Zombies 3: Welcome to Zomburbia, alongside other canon official characters with innovative gameplay mechanics. We hope all these exclusive characters can be ported to this build to deepen tower‑defense strategy and enjoyment, with full compatibility for all competitive events. This will draw more players to the Plants vs. Zombies 2 Chinese Server, keep the franchise legacy alive, and boost the game’s long‑term appeal and competitiveness. 【Reference: Plants vs. Zombies 2 International & Plants vs. Zombies 3: Welcome to Zomburbia】 Add Cinematic Story Cutscenes The latest Moon Base chapter in PvZ 2 Chinese Server uses comic‑style panels to depict the plants’ defeat of Dr. Zomboss. We suggest replacing these with dynamic animated cutscenes paired with high‑energy background music for deeper story immersion. 【Reference: Plants vs. Zombies 3: Welcome to Zomburbia】 Allow Re‑tiering Already‑Unlocked Plants Max‑tier plants can steamroll levels and take away classic tower‑defense challenge. Let playersdowngrade plant tiers within their loadout slots! 【If you cannot understand this description clearly, please watch the video in the attachment!】 Cumulative Login Days Reward Mechanism It is recommended to add a permanent cumulative login reward mechanism to the game, realizing a win-win situation of entertainment and reward benefits. Examples: 100 total login days: 20,000 Coins + 20 Chocolates + 50 Insecticides 200 total login days: 50,000 Coins + 30 Chocolates + 60 Insecticides 300 total login days: 80,000 Coins + 40 Chocolates + 70 Insecticides 500 total login days: 100,000 Coins + 50 Chocolates + 80 Insecticides 1000 total login days: 500,000 Coins + 100 Chocolates + 180 Insecticides... 【Independent of the existing daily check-in mechanism in the current version】 Return of Chlorophyll Ultimate & Auto Mini-Ultimate Mechanics Definition of Chlorophyll Ultimate Upgrade a designated plant slot to Gold Tier within the Zen Garden. Planting the plant from this slot in battle triggers its Ultimate Ability every time. Feed Chlorophyll to a plant already placed on the battlefield to activate its Ultimate. Drag Chlorophyll onto a plant slot: the slot gains one Ultimate charge, and its cooldown is fully reset instantly. 【This mechanic applies to both Plant and Zombie factions in 1v1 Duels and 2v2 Duels. Reference: Plants vs. Zombies 2 International Version】 Definition of Auto Mini-Ultimate Once a plant slot is upgraded to Mastery Tier, the plant will automatically cast a Mini-Ultimate at fixed intervals during combat. This system is separate from the Chlorophyll Ultimate featured in Plants vs. Zombies 2. Examples: Mastery Sunflower: Generates 100 Sun at regular intervals Mastery Peashooter: Fires a burst of six peas at regular intervals Mastery Wall-nut: Restores 10% of its maximum health at regular intervals Mastery Bonk Choy: Deals moderate damage to all targets within its 3×3 radius at regular intervals Mastery Laser Bean: Deals moderate damage across its entire lane at regular intervals Mastery Snapdragon: Deals moderate damage to the 3×3 area directly in front of it at regular intervals Mastery Ghost Pepper: Deals moderate damage within its own 3×3 radius at regular intervals Mastery Oak Archer (China-Exclusive Plant): Launches upward attacks periodically, dealing moderate damage to all zombies and obstacles across the map 【This mechanic works for Plant and Zombie sides in 1v1 Duels and 2v2 Duels. Reference sources: discontinued Plants vs. Zombies Mini Program Edition, Endless Edition, and polished fan-made mods. None of these builds feature paywalled plant progression, which is our target design. We must strictly avoid the overpriced, grind-heavy plant upgrade system from Plants vs. Zombies 2 International Version.】 Introduction of In-Game Menu Preference Settings and Next Wave Button When players tap the Pause button during a level, the in-game preference settings menu will pop up. The available options include Single-Run Auto Next Wave, Full-Run Auto Next Wave, Skip Result Animations,Skip Speed-Up Flash Effects, and Off-Screen Zombie Acceleration. The Next Wave button features an exclusive custom visual design. It displays a cheerful, grinning basic zombie head with slightly upturned eyes, set against a semi-transparent pure white background. The button adopts an octagonal shape with a liquid glass texture. A non-linear countdown progress bar runs along the octagonal border; once the progress bar finishes counting down, the next zombie wave is triggered automatically, delivering a more striking, vivid and intuitive visual experience. By quickly tapping or long-pressing the Next Wave button while plants activate theirPlant Food abilities, players can efficiently eliminate large numbers of zombies both on and off-screen. The interface also displays the number of refreshed waves in real time. This mechanism eliminates the tedious repetitive tapping required in traditional gameplay and reduces operational fatigue, allowing for faster level completion. It provides players with an exciting gaming experience and a strong sense of accomplishment. Officially verified as a legitimate native gameplay mechanic, it does not disrupt game balance. Since its launch, this feature has received widespread praise and high recognition from Chinese players. The Auto Next Wave feature fully adapts to the game’s fast-clear system. Detailed sub-settings are placed directly below the main toggle, with specific rules as follows: Single-Run Auto Next Wave: Players only need to manually trigger the first Next Wave button at the start of the level and tap Next Wave before each flag wave to activate the staged fast-clear system. Full-Run Auto Next Wave: When enabled, the manual Next Wave button will no longer appear throughout the level. The system automatically refreshes all zombie waves for the entire stage, enabling an extreme fast-clear gameplay experience. If players prefer not to use fast-clear mechanics including quick taps, long presses, single-run auto refresh and full-run auto refresh to eliminate massive zombies during Plant Food activation, they can disable the Fast-Clear System option in the pause menu. This restores the original casual tower-defense experience and preserves the core gameplay essence. This mechanic greatly enhances gameplay fun and strategic diversity. Therefore, it is highly recommended to introduce this exclusive feature set to Plants vs. Zombies 2 International Version. The addition of these functions will bring brand-new gameplay enjoyment to international players, improve overall game attractiveness and global player activity, and further enrich the diversified in-game ecosystem of Plants vs. Zombies 2. Skip Result Animations: After collecting all level rewards upon stage completion, the system automatically skips all ending animations, including lawnmower coin conversion, coin pickup and other closing sequences, enabling instant level settlement. Skip Speed-Up Flash Effects: Tapping the speed-up button in-level removes harsh flash visual effects while retaining the original speed-up sound effects. This eliminates unnecessary visual distractions and optimizes long-session gaming experience. Off-Screen Zombie Acceleration: This feature increases the movement speed of off-screen incoming zombies, shortens their entry waiting time, further reduces level completion duration and assists players with fast clears. 【This exclusive mechanic originates from the official fast-clear system of Plants vs. Zombies 2 Chinese Version. It serves as a core mainstream method for players to maintain high rankings and obtain rewards in competitive leaderboard modes such as Endless Challenge, Z-League, and Penny’s Pursuit. Officially confirmed, this fast-clear system is a built-in native game mechanic that requires no third-party tools such as cheats or auto-clickers. It is fully compliant and does not impair game balance. Players may refer to the attached demonstration video for further clarification on the mechanism.】 Chinese Version Exclusive Feature: Relics In the Chinese Version of Plants vs. Zombies 2, the Relics system provides abundant tactical choices and greatly changes battlefield situations. Higher-level Relics deliver more powerful effects. We suggest adding the Relics system to the International Version. Please provide all players with tutorials on how to use Relics, as well as guides on using Relics to perform Fast Rush. Refer to the attached video for more details if needed. All Level Mechanic Optimizations & Feature Expansions In Pick Your Own Plants levels and Use Selected Plants levels, Twin Sunflower and Primal Wall-nut? No, correct terms: Twin Sunflower and Gold Bloom can be used instantly with no cooldown at the start of the level, just like Sun-shroom and Sunflower. In Endless Toughness levels, players may plant plenty of sun-producing plants (e.g. Sun-shroom, Gold Bloom, Sunflower, Sun Sage) and Power Lily for sun and Plant Food before tapping Start Battle. After starting the battle: planted Gold Bloom will generate massive sun instantly; Sun-shroom, Sunflower and Twin Sunflower will produce sun right away. Sun-shroom will fully mature immediately after generating sun with no waiting time. Power Lilies will generate Plant Food, and there is no planting limit for Power Lily. (This feature is well-received by numerous players of the Chinese server.) Gold-tier plants raised in the Zen Garden have exclusive effects when placed in Endless Toughness levels, triggering their Plant Food abilities under the following three scenarios: Pre-set plants cast their Plant Food abilities automatically before Start Battle to clear obstacles. Pre-set plants unleash their Plant Food abilities instantly right after Start Battle, clearing obstacles and the first wave of incoming zombies for fast farming. These plants are surrounded by a silver aura before the battle starts, and the aura fades once the ability is activated. Pre-set plants can be manually activated by tapping them at the optimal timing after Start Battle to clear sudden obstacles and incoming zombies for fast farming, without consuming any Plant Food. These plants are surrounded by a golden aura before the battle starts, and the aura fades once the ability is activated. 【This gameplay is referenced from the Chinese Version of Plants vs. Zombies 2. Please check the attached video for further details.】 Limited-Time Secret Realm & Stalemate Escape Gameplay The international server features time travel and diverse level themes. It is recommended to introduce exclusive permanent and limited-time secret realms adapted to its own gameplay by referencing the design logic of Time-Space Secret Realm and Stalemate Escape from the Chinese server. Permanent Secret Realm: Refer to the Company Z mode of the Chinese server, design exclusive mechanisms for different timelines and reward plant upgrade materials. Limited-Time Secret Realm: Adopt themed designs such as Fairy Tale Secret Realm and Time-Space Secret Realm, control event cycles and task volume to fit the international server plant energy system. Absorb interesting mechanisms from other Chinese server secret realms and Stalemate Escape to perfectly enrich gameplay and boost player activity. 【Refer to Plants vs. Zombies 2 Chinese Version】 Official Channel Payment Service Launch It is recommended to launch official payment services via official web pages and mini-programs in subsequent updates. This can avoid unnecessary commission fees generated by payment such as Apple Tax. It can not only further stimulate players' willingness to purchase props and in-game currency, reduce players' consumption cost, but also increase official revenue, achieving a triple win for players, platform and official team. Resource Collection Function Expansion Similar to the permanent free speed-up button open unconditionally to free players, add an independent toggle switch for the following auto-collection functions: Regular Sun can be automatically collected right after spawning before landing, no need to wait for landing. Far Future Explosive Sun will be collected instantly upon landing. Auto collect Plant Food automatically. Auto collect coins, silver coins, diamonds, plant fragments and other virtual currencies. 2v2 Showdown Mode Added to Arena Launch a brand-new independent 2v2 Showdown mode in the Arena, focusing on two-way offensive and defensive strategic gameplay. The traditional faction confrontation mode is retained, with independent entry entrances for the two modes to avoid player confusion. Battle Rules Two players each deploy plant defenses and can send zombies to attack the opponent’s base. The first player to break the opponent’s 20-point core defense line wins; if no winner within 15 minutes, the match ends in a draw. Sun Mechanic Sunlight is independent for each player. Sunflowers adopt an automatic charging mechanism similar to the old beta of Plants vs. Zombies 3 and can be upgraded by consuming sunlight: Lv. 0: 650 initial sun; +100 sun every 10s; upgrade cost 300 sun Lv. 1: +200 sun every 10s; upgrade cost 500 sun Lv. 2: +300 sun every 10s; upgrade cost 1000 sun Lv. 3: +400 sun every 10s; upgrade cost 2400 sun Lv. 4: +500 sun every 10s; upgrade cost 3000 sun Lv. 5: +700 sun every 10s; upgrade cost 4000 sun Lv. 6 (Max): +1200 sun every 10s; no further upgrade Planting plants and spawning zombies both consume sunlight, requiring reasonable resource balance. Example: Tall-nut costs 125 sun; Gargantuar costs 300 sun. Plant Enhancement Rules Unused plants in slots and all planted plants of the same type on the battlefield can be enhanced and upgraded. Each enhancement effect can be stacked twice, and plant slot levels can also be upgraded. Consume 500 Sun: Reduce plant slot cooldown by 20% Consume 500 Sun: Increase plant attack speed by 20% (animation speed unchanged) Consume 500 Sun: Increase plant health by 30% Consume 500 Sun: Offensive plants gain bonus effects such as Knockback, Stun, Venom (animation unchanged) Level Upgrade Path: Lv.1 → Lv.3: 500 Sun Lv.3 → Lv.6: 1000 Sun Lv.6 → Lv.10: 2000 Sun Lv.10 → Mastery 200: 200 Sun Consume Plant Food to trigger plant ultimate abilities. Zombie Enhancement Rules Consume 500 Brains per enhancement: 20% cooldown reduction / 20% attack speed boost / 30% health increase. All zombies can gain Attack Boost, Health Boost, Control Immunity bonuses; each enhancement stackable twice, slot upgradable 3 tiers. Players can deploy Spike Traps and Slow Mucus to interfere with opponents. Zombie Level Upgrade Path Lv.1 → Lv.3: 500 Brains Lv.3 → Lv.6: 1000 Brains Lv.6 → Lv.10: 2000 Brains Lv.10 → Mastery 200: 200 Brains Consume special items similar to Plant Food to trigger zombie ultimate skills. Matchmaking & Social Features Matchmaking: Create Room (room code/privacy setting) & Quick Match; Quick Match only matches players with a rank difference of ±1 level to ensure fairness. Social: Players can send friend requests to each other after matches; friends can invite each other to battle with one click, view battle records and team up for gameplay. In-room text chat with sensitive word filtering is available. Reconnection: 30-second reconnection window after disconnection; failure to reconnect results in loss. Winners get full rewards; losers lose no items or rank points. 【Refer to Plants vs. Zombies 2 Chinese Server; support online multiplayer and friend system. If there is any doubt about the gameplay description, please refer to the attached video, with slight differences between the feedback content and video details】 1v1 Duel Mode Upgrade in Arena Upgrade the original 1v1 Duel mode to break the limit of "plants vs zombies only". Add three core confrontation dimensions: Plant vs Plant, Zombie vs Zombie, Plant vs Zombie to enrich strategic diversity and gameplay richness. Plant vs Plant Core Mechanism Two players both control plant factions, competing for core battlefield resource points and destroying 2~5 opponent defense lines. The number of defense lines can be customized by both players with a unified winning standard. Plant Positioning & Gameplay Plants are divided into three types: Offensive, Defensive and Functional. Offensive Plants (Peashooter, Kernel-pult, etc.): Break through opponent defense lines. Defensive Plants (Tall-nut, Pumpkin): Defend own lineup and defense lines. Functional Plants (Magnet-shroom, Coffee Bean): Interfere with opponents and strengthen own lineup. Resource & Enhancement Rules Sun Mechanic: Independent sunlight allocation; players can choose either planting Sunflowers to increase sun production or adopting the automatic charging mechanism of Sunflowers from the old PVZ3 Beta version. Random Buffs: The battlefield randomly spawns buff props such as temporary attack speed boost, double sun output and slot cooldown reduction. Players can obtain buffs by seizing resources or consuming extra sun; buff effects cannot be stacked. Level Upgrade Path: Lv.1 → Lv.3: 500 Sun Lv.3 → Lv.6: 1000 Sun Lv.6 → Lv.10: 2000 Sun Lv.10 → Mastery 200: 200 Sun Consume Plant Food to trigger plant ultimate abilities. Zombie vs Zombie Core Mechanism Two players both control zombie factions with frontal confrontation as the core gameplay. Both sides select zombie combinations of different genres, and the first side to let zombies reach the opponent's base endpoint wins. Resource & Enhancement Rules Brain Mechanic: Independent brain allocation; players can choose either planting tombstones to increase brain production or adopting the automatic charging mechanism from the old PVZ3 Beta version. Random Buffs: Random battlefield buffs including movement speed boost, health increase and control immunity, obtainable by seizing resources or consuming extra brains; buffs cannot be stacked. Obstacle Traps: Players can deploy Spike Traps, Slow Mucus and other obstacles on the opponent's battlefield; opponents need to adjust zombie routes flexibly to avoid risks. Level Upgrade Path: Lv.1 → Lv.3: 500 Brains Lv.3 → Lv.6: 1000 Brains Lv.6 → Lv.10: 2000 Brains Consume special items similar to Plant Food to trigger zombie ultimate skills. Plant vs Zombie Core Mechanism Player A controls the plant faction with the goal of seizing core resource points and destroying 3 opponent defense lines. Player B controls the zombie faction with the goal of sending zombies to reach the plant base endpoint first. Player A (Plant Side) Rules Plant positioning follows Offensive, Defensive and Functional classification with clear division of labor. Sun Mechanic: Choose between planting Sunflowers or automatic charging mechanism. Random Buffs: Obtainable by resource seizure or sun consumption; non-stackable. Enhancement & Upgrade Rules: Consume 500 Sun: 20% cooldown reduction / 20% attack speed boost / 15% health increase. Offensive plants gain extra Knockback, Stun or Venom effects. Each enhancement can be stacked 3 times; plant slots can be upgraded 3 tiers. Level Upgrade Path: Lv.1 → Lv.3: 500 Sun Lv.3 → Lv.6: 1000 Sun Lv.6 → Lv.10: 2000 Sun Lv.10 → Mastery 200: 200 Sun Consume Plant Food to trigger plant ultimate abilities. Player B (Zombie Side) Rules Brain Mechanic: Choose between planting tombstones or automatic charging mechanism. Random Buffs: Obtainable by resource seizure or brain consumption; non-stackable. Enhancement Rules: Consume 500 Brains: 20% cooldown reduction / 20% attack speed boost / 30% health increase. All zombies gain extra Attack Boost, Health Boost and Control Immunity; each enhancement stackable 3 times, slot upgradable 3 tiers. Obstacle Traps: Deploy Spike Traps and Slow Mucus to interfere with opponents. Level Upgrade Path: Lv.1 → Lv.3: 500 Brains Lv.3 → Lv.6: 1000 Brains Lv.6 → Lv.10: 2000 Brains Consume special items similar to Plant Food to trigger zombie ultimate skills. New Terrains & Settings Add two exclusive terrains: Roof Terrain and Right-side Sea Level Terrain, with expanded 8 plant slots. Roof Terrain provides free Flower Pots; Sea Level Terrain provides free Lily Pads, neither occupying plant slots. Mode Entrance: The three confrontation dimensions can be set as independent battle entrances or unlocked as advanced gameplay of the original 1v1 Duel mode. Rank & Rewards: Match with exclusive rank system and match rewards to enhance playability and competitiveness. Matchmaking & Social: Follow the same rules as 2v2 Showdown Mode, supporting custom room creation, quick match (±1 rank), friend system, sensitive-word-filtered text chat and disconnection reconnection mechanism. 【Plant vs Zombie mode refers to Plants vs. Zombies: Reborn Edition; it is expected that the two-player battle mode can support online matching and friend adding functions】 Co-op Mode Expansion Introduce the Co-op Mode from the Reborn Edition, breaking the limitation of only local multiplayer. Add online matchmaking function, allowing players to team up with teammates via the internet to complete co-op levels. Players can send friend requests to co-op teammates, and then team up to participate in 1v1, 2v2 offensive and defensive battles, existing versus modes and various upcoming online co-op challenges. Addition of Attribute-Bearing Full-Body Plant Costumes, Super Costumes, Regular Charms, Super Charms and Workshop System Elements Equipping a plant with a full set of exclusive costumes will activate unique bonus attributes for the corresponding plant. Super Charms feature exclusive in-battle visual effects and can be upgraded. The higher the Charm rank, the stronger the practical combat effects. Detailed costume effects are listed below: Nightshade Growth Pack Costume: After activating its Plant Food ability, Nightshade recalls the last wave of its projectiles. The recalled projectiles will deal additional damage to any zombies they touch. This costume also reduces plant cooldown by 20% and increases attack speed by 15%. Sunflower Super Costume: This costume shrinks Sunflower into a mini-sized appearance and boosts its sun production rate by 30%. Grave Buster Super Costume: This costume restores Grave Buster’s classic original appearance. After successfully consuming a tombstone, Grave Buster produces 50 sun and has a 50% chance to generate an additional coin. Detailed effects of Regular Charms are listed below: Rubber Duck Float Charm: Allows the equipped plant to be placed directly on water tiles. Speed Planter Charm: Reduces the planting cooldown of the equipped plant by 30%. Energy Saver Charm: Reduces the sun cost of planting the equipped plant by 10 sun. Hourglass Charm: Grants a 10% chance to fully reset the equipped plant’s planting cooldown, and additionally reduces planting cooldown by 10%. The game development team will continue to launch new attribute-boosting plant charms in future updates to further enrich tactical diversity and overall gameplay depth. Detailed effects of Super Charms are listed below: Hourglass Super Charm (Max Rank 5): At Rank 5, it gains a 25% chance to fully reset the plant’s planting cooldown, increases cooldown reduction to 25%, and refunds 16% of the sun cost upon planting. Purple Glove Super Charm: When Plant Food is used on a plant equipped with this charm, the plant generates a large amount of extra Plant Food. This is an extremely rare premium charm that delivers an outstanding fast-clear gaming experience. Its combat bonuses become overwhelmingly powerful when upgraded to Rank 5. The Workshop System provides universal attribute bonuses for all plants. Its complete gameplay and mechanics will be introduced in subsequent content. 【The Workshop System is referenced from the Chinese Version of Plants vs. Zombies 3; all other exclusive mechanics are referenced from the Chinese Version of Plants vs. Zombies 2】 Creative Courtyard Custom Level Mode Launch Creative Courtyard, a highly free custom level creation and sharing gameplay. It supports creating multiple level types including I, Zombie, Conveyor Belt, Plant Selection, Boss Challenge and Vase Breaking. Players can freely match custom levels with terrain styles of any world, and deeply customize scene elements with no placement quantity limits: mold tiles, Plant Food tiles, movable minecarts, bounce pads, zombie enhancement potions, giant metal ball mechanisms exclusive to Lost City, row flame clearing devices, ice floes and sliding tiles that change zombie movement routes. It also allows customizing plant and zombie grades, setting special zombies carrying Plant Food, and adding sandstorm and other level events. Players must clear their own custom levels before publishing online. Other players who play a custom level for more than 30 seconds can automatically earn gameplay coins, and they will not lose rewards even if they fail the level. 【Refer to Plants vs. Zombies 2 Chinese Server】 Plant Slot Expansion & Classification The current maximum limit of 9 plant slots is insufficient for some players. It is recommended to unlock the 10th purchasable plant slot through in-game upgrade. Lawn Mower Resupply via Ad Viewing After watching the dedicated lawn mower resupply ad, the lawn mower will be restored to its original position in the corresponding lane. It only activates when zombies make contact, instead of triggering directly in the lane in advance. Classic Mini-Game: I, Zombie Return Revive the classic I, Zombie mode with adjusted rules: Victory condition is changed from collecting brains to eliminating all plants. Destroying any plant rewards 150 sun, which is applicable to all plants (even disappearing small mushrooms after failure can also reward 150 sun). Zombies gain special abilities similar to Plant Food effects: Football Zombie throws footballs to destroy plants and deal massive damage to nut plants. Gargantuar Prime is upgraded to the classic red-eyed giant zombie with increased laser firing frequency. Classic Mini-Game: Wall-nut Bowling Return Introduce Wall-nut Bowling into Plants vs. Zombies 3. Expand bowling types beyond basic Wall-nut, Giant Wall-nut and Explode-O-Nut, adding more types: Primal Wall-nut: Rolls through the whole lane, splits into two small Primal Wall-nuts after hitting 2 zombies, attacking other lanes in two directions. Jackfruit (Chinese Server Exclusive): Rolls through all zombies in the lane, leaving pulp that slows zombie movement. Frosted White Hair Peach (Chinese Server Exclusive): Reserved for future mechanism design. Gluttonous Dragon Grass (Chinese Server Exclusive): Reserved for future mechanism design. The international development team can design more original bowling types in the future. 【If you cannot understand the description clearly, please refer to the attached video!】 Traitor Plant Mode Add Traitor Plant Mode: Traitor Plants are villain plants with high health that spawn on specific grid tiles. Defeating a Traitor Plant rewards double its sun cost and allows players to plant their own plants on the empty tile. Traitor Peashooter: Attacks your own plant team. Traitor Squash: Crushes and damages your own plants. Traitor Sunflower: Deducts collected sun; defeating it refunds all deducted sun. Character dynamic visual upgrade: Add running, flying, being knocked airborne, eye opening and closing, rich real-time facial expressions; character animations shall no longer be limited to simple back-and-forth swaying. Element 1+1 Fusion Mode Add the original Element 1+1 fusion mini-game: fuse two plants with the same elemental attribute (Frost, Fire, Electric, Venom, etc.) to generate a new plant with exclusive appearance and skills. Examples: Melon-pult + Jalapeno → Fire Melon-pult with upgraded attack performance. Cherry Bomb + Wall-nut → Explode-O-Nut with explosion effect on death or shoveling. E.M.Peach + Wall-nut → Infi-nut with auto-heal and self-revive ability. Peashooter + Chomper → Snap Pea with adjusted devour and damage mechanics. Launch the brand-new Element 1+1 mini-game! These powerful combinations make zombies terrified! Seed Packet Acquisition Optimization Stop dropping duplicate seed packets for plants that have reached maximum tier. Also stop dropping duplicates if the owned seed quantity is enough to max out the plant, even if not yet fully upgraded. Conveyor Belt Level Mechanism Expansion The plant slots in Conveyor Belt levels shall no longer be limited to fixed default selections. Allow players to choose custom plant lineups for Conveyor Belt levels. Introduce Chinese Server Exclusive Plants & Zombies Add a large number of China-exclusive plants and zombies to enrich international server content, promote cross-version gameplay communication and enrich the overall gaming ecosystem. Plant Food Usage & Effect Expansion When placing Plant Food on any plant slot, the selected plant slot will immediately gain cooldown elimination effect. Meanwhile, the plant slot with Plant Food attached gains a one-time Gold Card effect: planting the Gold Card plant will trigger its ultimate skill instantly (valid for one time only), which is also applicable to one-time plants. Plant Food can be obtained by watching ads or spending coins to purchase. 【Provide tutorials for all players on Plant Food usage and effect expansion】 One-Time Use Plant Function Expansion Allow one-time plants to trigger Plant Food effects normally. Fully mature one-time plants grown in the Zen Garden become Gold Card plants, triggering their ultimate instantly when planted. Regular Seed Packet Group Purchase Events Add periodic seed packet group purchase events inspired by the Chinese server. The more participants, the higher virtual currency refund ratio after the event. Launch the next batch immediately after the previous round’s refund settlement, and display all available seed packets clearly in the event interface for player planning. 【Seed packets are named Plant Shards in the Chinese Server】 Gift Code Redemption System Add the popular gift code mechanism from the Chinese Server. Support clipboard one-click paste into the redemption box to claim seed packets, coins and other generous rewards, improving player engagement and retention. Endless Mode Rule Optimization Allow players to restart from the current progress after failing an Endless challenge, instead of restarting from the beginning. Do not save the failed lineup; automatically load the initial lineup of the current progress. V. Ads & Payment Optimization High‑Challenge Free Acquisition Routes for Premium Plants Implement non‑purchase unlock paths for premium plants. No real‑money spending is required, but progression is difficult and time‑intensive. Players collect fragments to unlock them by completing hard‑difficulty levels, limited‑time challenges and achievement track milestones. This preserves the perks for paying players while catering to free‑to‑play users; balances overall game health and lifts player enjoyment and retention. Payment Mechanism Optimization Coins, diamonds, Power Ups and other resources consumed in a level are only deducted upon level victory; no deduction if failed or exited midway. Batteries spent in Penny's Pursuit, diamonds in Pinata Party, Z Keys in Z League and candies in other modes are only charged after clearing the level. Allow unlimited retry on Penny's Pursuit Boss level for fairer player experience. Paywall Plant Acquisition Optimization Some plants can only be obtained by in-app purchase even with enough seed packets, which is unfriendly to non-paying players. It is recommended that all newly launched plants can be obtained through free gameplay methods such as quest completion or in-game currency redemption in subsequent versions, instead of being permanently locked behind paywalls. VI. Level & Item Optimization Achievement System Expansion Unlock exclusive rewards by completing and lighting up corresponding achievements, adding ritual sense and accomplishment for players. Sun Cap Limit Expansion Expand the maximum sun cap to 60,000 to allow more sun accumulation and deeper strategic resource management. Virtual Currency Deduction Policy Optimization Coins, diamonds and consumed Power Ups in the level are only deducted upon level victory; no deduction for failure or midway exit. Mark this no-deduction policy clearly on the pause interface to avoid unreasonable player losses, reduce user churn and greatly improve gaming experience. This optimization is highly necessary. Thank you for developing such an excellent game. I sincerely look forward to the game getting better and better! Sincerely, A Loyal Chinese PVZ PlayerAppleDisney8 days agoRising Scout1.3KViews4likes4CommentsEvolution mechanics
Right now evolution just feels like a means to an end. It doesn't make the game feel any better, as it is if we had seed slots like normal the game wouldn't really change. Here's a handful I would find fun- I think they could vary from level to level, helping to make each one more unique and memorable. Star fuel- star fuel (or whatever you want to call it. I wanted to make it like space rocket related since evolution is tied to Meteor Z) unlocks evolution through stars. At 0 stars, you can't evolve your plants at all. Each star unlocks a new tier. This is a snowball mechanic- kill zombies faster, unlock your stronger plants, kill zombies even faster, repeat. If you lose in a level with this mechanic, you can change to a more aggressive strategy or playstyle, meaning players can actually learn something from failing in levels with this enabled. Acid Rain (rework)- while the acid rain is active, plants that arent at full health can't evolve and also take damage over time based on their missing health as a result of their open wounds. Every wave, the acid rain intensifies, dealing damage to plants regardless of if they are already damaged or not. Acid plants would be immune to effects of intense acid rain. Poor soil- poor soil appears as patches of 3x3 or 5x5 areas on the lawn. Unlike sod, poor soil can be planted on by anything. However, a patch of poor soil can only support a certain amount of sun. If you try to merge or plant something that goes over that limit, it will not let you. However, this only applies to rooted plants- sunflowers, peashooters, etc. What this doesnt effect is iceberg lettuce, tangle kelp, spikeweed, wallnut, sun shroom, and lime bomb. Other plants it wouldn't effect that arent in the game would include squash, rotobaga, and lily pad, just to name a few. It would also have a different appearance in each region, providing a well adjusted visual break to each lawn it graces- or well, disgraces. Anti-merge mechanics Just anything that can punish merging in general. Especially with how absurd sun generation is in this game (you can end levels with thousands of sun just by making a single sun tower) just anything to maybe make players consider holding back a little. This could be anything from a proper frail threat that could overwhelm the player with the reimplemented wave health system, or something that directly attacks merged plants better. The one I made a while ago, magician zombie, chooses a tier 1 you brought and makes plants explode based on their max health and usage. For example, if a wall nut is drawn, wall nuts explode for 8% of their max health, also dealing that damage in a 3x3 area, while juggernuts would explode for 32% of their max health in a 3x3 area. This would only be in the magician's lane, though. Pro-merge mechanics Likewise, anything that would encourage players to merge would be nice and introduce fun niches to plants like pult shroom and strikehorn. For example, saganaki blasts could also block lobbed shots from lower tier merges depending on their health stage. At full health, only tier 3 lobbers can shoot over, at the first degrade, tier 2 and 3 can, and at the second, all can. Then they could introduce other hazards in other area- like pipes in the sewers Proper fodder tier 1s The two I've put in my fanmade roster, puff shroom and button shroom, essentially promote a plant to tier 2, similar to sun shroom right now, but with no new mechanics and usually downsides. For example, scaredy shroom gains the hiding mechanic, while having the stats of essentially a tier 2 peashooter to compensate. These plants allow players to get valuable plants without needing to wait for cooldowns or spending a ton on other plants. I could also see iceberg lettuce and grave buster being "fodder" plants as well. The cost behind them is the seed slot, their recharge time, and the fact you lock yourself out of other merges, as well as a compromise in overall strength. Cheap fodder plants have always existed in pvz and I really think they would be fun ways to add options to make new merges that give players things to consider other than just sun cost.Liber1098 days agoSeasoned Traveler28Views0likes0CommentsI Propose Adding Scaredy-Shroom
I'd like to see a proper comeback of Scaredy-Shroom in PvZ3: Evolved. Here's how he should work: Scared-Shroom is a Merge Tier 3, combining Puff-Shroom and Repeater. He normally behaves like a Puff-Shroom that can fire twice, however, if a Zombie is within 4-5 tiles ahead of him, he fires thrice. Of course, if the Zombie gets too close, he attempts to hide and stops firing.Cactus_enjoyer9 days agoSeasoned Novice81Views2likes2CommentsPlants for shops and events
Event plants are quite common in PvZ Heroes, much like the plants that can be purchased with gems (“Gemiums”) in PvZ2. Since this offers a different way to acquire plants, it would be great if PvZ3 also included alternative methods for obtaining them—perhaps through neighbors (NPCs)? If you enjoy gardening, I bet at least one person here has experienced a situation where a neighbor handed them seeds for a completely unknown plant to add to their garden. You are likely aware that most of the plants currently in the game are tied to specific biomes—with the exception of those designed to counter particular zombies—relying heavily on these environments to reach their full potential (or even to function as viable, baseline options). This isn’t necessarily a bad thing, but it does limit your choices by creating a dependency on other specific elements; as a result, many fun, fan-favorite plants—such as the Starfruit and the Chomper, which players genuinely enjoyed using—end up being left by the wayside. And these are some of my suggestions, along with a few silly ideas 👉👈Loboelho10 days agoRising Vanguard76Views3likes3Comments
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