Recent Discussions
- Screend00rzombie7 days agoSeasoned Adventurer61Views0likes4Comments
Merge plants
Two months since my last feedback, it's been a while since I've had anything new to review! However, recently some players have commented that they saw an ad/demo where they could fuse plants with a graphic similar to PvZ 3. In it you can also see that the Peashooter has already been modified and I honestly love it! While the Nut remains the same, it's nice to see that there are already some small changes being made. 🌿🌱 In my opinion, the fusion mechanics are indeed something fun, both because of the fame they currently have and because this will solve some problems that have existed since PvZ 2, since when we receive many plants throughout the adventure it is natural that plants like the Peashooter and the Nut are overshadowed by better ones. 🍃🧬 However, there needs to be a way to deal with this so that it doesn't spread strong plants all over Lawn! Zombies may not be able to invade effectively, and the ease of blending may leave unblended plants out of the question. If Dave is such a brilliant inventor, he could create a mechanism to give context to all this! My system concept works like this: Right at the bottom corner, there would be a machine/pod similar to the Grapes of Wrath one and in it you could drag two packets of seeds to add, after adding or removing them, you would start the fusion process which would take a few seconds. 🫛 📌 It can take 3 to 7 seconds depending on the plant to be created. 📌 Tacobilities should still exist, but as a formula that can also be used in invention to make mega-grown variants. 📌 Changing DNA can be complicated and in some cases it can produce mutant plants such as Split pea or Two-pea. 🪴 Just to clarify, I think of this to moderate the system! So you can still use unfused plants until it's ready, that's it! Bye. 🌺starfoxy0113 days agoRising Scout88Views2likes3CommentsAbout the future of PVZ
A Current Situation As an IP owned by EA and PopCap, PVZ's current situation is not optimistic, and it does not meet the expectations of players. The future of this IP is even dark and gloomy. Many people look at it, although they still love it, but it is dying. Many excellent employees were fired for various reasons; PVZ's poor income has shattered EA's dream of this series, so EA intends to throw caution to the wind and squeeze every last penny out of PVZ's remaining time. Then what? PVZ would be completely dead. PVZ has accompanied generations of people through the glorious and indifferent 15 years, and does EA really want to give up on it? Does EA really want to destroy it? The answer is no. B Potential Has the potential of PV2 series really run out as EA expected? Someone has made nearly $10,000 by selling PVZ fan-made modifications. As we all know, fan-made PVZ modifications are not intended for commercial gain. However, some of these modifications are deeply loved by players. If this cannot prove the potential of PVZ, what can? It is worth noting that PVZ's popularity is due to the efforts of players, and these PVZ modifications have kept the IP vibrant and ever-popular in the player community. Other types of games are hard to achieve this. EA should have recognized and utilized PVZ as a "jack-of-all-trades" asset, but it's a shame they didn't. C On PVZ3 PVZ3 has been in open beta since mid-January 2024, and this sequel to the tower defense game has been in development since 2016, but 8 years have passed and it's not even as good as PVZ2! I've already expressed my thoughts on PV23, so I won't go into detail here. The time spent making PVZ3 could have made 1-2 Battlefield games, but it's not looking good. Players don't know what has happened at PopCap in the past 8 years, and they haven't heard any news about PVZ3 until now, when we have community managers. These community managers are serious and responsible, and they pass on player suggestions to the PVZ team. Some of them are fans of the series, and they are deeply concerned about the future of this IP. But all they can do is submit feedback, that's it. Now PVZ3 has over 300 levels, while PVZ2 only has 314 levels. The level quality in PVZ3 is not as good as in PVZ2, and even worse than the original PVZ. The number of plant and zombie types, and map types is very limited. Selling Chilly Pepper, Jalapeno, and Cherry Bomb, Blowers as items in PVZ3 seems pointless to me. PVZ is a casual strategy game. Compared to match-3 games with an element of luck, doing this will only lead to failure. As a fan of PVZ, what does it mean to clear every level? I have no reason to buy those cheats! They are not even as good as the Power Ups in PVZ 2. Some levels are impossible to pass without them. Typically, a disappointing and unfun game is rarely played. Just because PVZ3 is on the App Store's top list does not mean it is successful! That's because PVZ relies on its fans! They love it, then hate it, and don't want to see it become what it is now. EA and PopCap, please think about this. D The Future of Garden Warfare There is a file name called GW3 in BFN, in a sense, BFN used to be GW3. However, BFN was updated for only a year and then stopped, and PopCap announced that the startup had failed. BFN borrowed from OW in some sense, canceling the mutations and making it less playable than GW2. Players kept sending messages on X saying that we need a new GW, but there was no response. I think that since EA has been pursuing the mobile market for years, but FIFA:Mobile and APEX:Mobile are Tencent's agents, and EA's own internal development is only PVZ2 and PVZH (I'm not sure, it might be like this), PVZ as EA's own mobile game IP, PVZ2 won the TGX Best Mobile Game award in 2013, which can be said to have development potential in the mobile game field. Previous PVZ:RPG project was cancelled, whether it was because EA feared it wouldn't make money or something else, we don't know. I believe that PVZ:GW Mobile has great market potential, potential, and advantages. Now NetEase has obtained the MARVEL copyright and is making a MARVEL game similar to OW. If EA is willing to provide PopCap resources, from a certain angle, it will become a strong competitor in the mobile game market. As a derivative work of the PVZ series, character variation is one of its highlights. In addition, the victory or defeat in the GW series will not bring players a sense of great frustration. On the contrary, PVZ:GW is fun and relaxing. If there is a relaxing FPS game during leisure or work time, then it must be GW. In this competitive era, people are anxious and overworked. Playing a game can be frustrating, (there is an analogy, some games feel like working in prison and not playing feels uncomfortable). But GW won't. Cute plants and zombies are fighting all over the place, in fact, it can be said that GW is the most interesting shooting game in the whole universe. In addition, the asymmetry between the two sides in GW is also a highlight of this IP. One side is plants, the other side is zombies; rather than both sides being plants or zombies. In the mobile gaming scene, portability and convenience are key factors that attract players. With the advent of mobile games like PVZ:GW, players no longer have to worry about being tied down to a specific location or device. The cartoonish art style of PVZ:GW means that it can appeal to a wider audience, rather than a smaller niche. From young to adults, PVZ is a household name, and if gamers who struggle to find time to play can own GW:Mobile, it would be a huge success. The cartoonish art style can also make it easier to render effects on mobile devices. The realistic style of Battlefield:Mobile is more straightforward, without the need to worry about issues like high-end phones not being able to run the game in COD:WarZone. E Other The current opportunities and profitable ventures lie with EA, PopCap, and the sale of skins, plants, zombie characters, and Season Passes. These are the ways that EA and Tencent are equally skilled at. Instead of so-called bad in-game items. For example, in GW Mobile, some variant plants can be placed in a pool for players to draw, or victory cups, or even music packs can be added. The music of the PVZ series is also a highlight, whether it was composed by Laura or Peter, or the current arrangement, different tones can make people relaxed, excited, or feel the same emotions. Music conveys emotions. If EA wants a game that can bring both profits and good reputation, then GW:Mobile is what EA wants; if EA really puts some effort into PVZ, then PVZ will definitely give EA more than what it is showing now. This May 5th marks the 15th anniversary of PVZ, and I don't want this to be its last birthday, or even its deathday. I hope that EA management will read this article, and I hope that the EA Community Manager will convey my message to them. Community members, if you agree with the points made in this article, please sign a petition with me to request EA to make GW:Mobile. Provide me with XP. Send this article to EA, PopCap management, and anywhere else they might see it. I will also post this article in various places, so please don't delete it. If EA has requests for how many petitioners or other requirements for GW: Mobile, please let the community know. The community will do what it can I look forward to waking up one day and seeing PopCap announce: "We are making PVZ:GW Mobile now. Available soon." To the PVZ.EA team Yours, Yuanzifeng007 (PS: Neon Mixture Tour's music is really great,expecially Don't you love how we love together)Yuanzifeng00718 days agoSeasoned Veteran1.3KViews1like2Comments- kaanrealm29 days agoSeasoned Newcomer74Views1like1Comment
PvZ3 Soft-Launch Art Guide (Purple Art Style)
Greetings dear PvZ3 team; As you have announced several weeks ago, PvZ3 will return to a new stage of development, with a possible change in its art style. I would like to know, as a PvZ fan and PvZ3 "Purple" style artist, if you will release the art guide that you mentioned months ago. I am sure that more people apart from me are eager to see much more content that would be from a future PvZ3, such as new possible characters, plants, zombies and scenarios. With this art guide we would know more about the development that PvZ3 had during the previous year 2024. I hope my commentary reaches you and you can release that long-awaited art guide. I'm sad that they want to change the art style of PvZ3, which, while it's not a bad idea at all (and the game will even look great with the "Pink" style), it does hurt me that the "Purple" style will no longer be used in this fabulous game. I hope to see it soon in some future project. Until then, keep up the excellent work PvZ3 Team. Sincerely, Hack Fuegos, one of the most loyal followers of PvZ3.hackfuegos2 months agoSeasoned Traveler96Views3likes0CommentsBreaking the mold
Hello again 👋 Have you heard of Highlands, The Coast and Suburbia? the names are very familiar as they are part of the 2018 concept art leak, in several of these concept arts it was possible to see that the lawn had a different size with around 9x13 tiles, something that I really want to see in the game! The franchise ones are always the same templates... oh yes, no one has ever complained about that, but for me it's a bit old and generic, you know? The few things that change are more in appearance than in gameplay, it would be cool to try new ways like these concepts. Here are some suggestions for additional modifications: 📌 Roads: do you guys know that old Facebook game called PvZ Adventures? Imagine if this could become part of PvZ 3! It doesn't have to be something where everything constantly changes on each level and still have that, it could be a house or an objective that is on the sides or left of the board. It's a little complicated, but you guys on the team just need to adapt part of the PvZ Adventures concepts. 📌 Inverted: this idea is just to play with perception, it's like the Mirror world from Angry Birds where everything is on the opposite side of what it should be, that's the idea! to be more challenging, it could include mechanics such as the use of portals. 📌 Highlands or floors: unlike the ramps on the Begonia Boulevard map, I think of them as upper or lower floors on the map, as if there are non-linear blocks that don't follow the column patterns in that environment. It's like planting on the roof, but everything that happens down there doesn't affect what's above and vice versa, but it helps with support (like protecting plants or against flying zombies). So that's all. xdstarfoxy012 months agoRising Scout98Views0likes1CommentPvz3 needs leveling up
So I played plants vs zombies one but also two, I favor 2 more because you can level up plants and so it doesn't get too overwhelming for the player because for me pvz 1 had one level I got stuck on my dad xbox 360 so I called my cousin to help me later though we got stuck on a fog level I did enjoy pvz1 alot don't get me wrong but I just don't like the fact that sometimes you need to keep choosing different combinations of plants I enjoyed that but my favorite thing about one is actually that if you put a chomper behind another chomper the one behind would take the front seat if the front on was eating but it kinda did not work on the fog level because you would need light but I bet I am upsetting og fans if they see this but I prefer the leveling system from pvz2 because it makes it so that certain plants can help with thing more but their weaker stats go up less the the stats that plant is made for so simply please add a leveling system for players that like grinding and please also make it so you can choose to level up that plant46Views0likes1Comment[Feedback] Community Problems With PvZ 3
This post is designed to highlight, and inform the reader about the critical flaws present in Plants vs. Zombies 3: Welcome to Zomburbia, and for convenience, this is split into multiple sections. GAMEPLAY Strategy Strategy - “a plan of action or policy designed to achieve a major or overall aim.” Choosing Your Seeds Strategy is not present in PvZ3, and is caused by denying the player to choose their seeds. The reason strategy worked in PvZ1 and PvZ2 was because the player learnt and adapted to new threats at a consistent rate. (New plant after every level) For example, Balloon Zombie is first encountered in level 4-3. The player isn’t left defenseless, because they receive Cactus when level 4-2 is completed. The player already knows what to expect from Cactus with the small almanac description that was visible when they were collected, but the player is still allowed to experiment with Cactus and how they function. In PvZ2, strategy is present even more with the player adapting to zombies and brand new world gimmicks, like dinosaurs in Jurassic Marsh for example. Level objectives were a factor in how a player would strategize certain levels, which are also missing from PvZ3. Endangered plants, mold colonies, etc., these involved changing your loadouts in account, and created a more diverse gameplay loop that wasn’t too repetitive. Locked & Loaded (A PvZ2 mini-game that had your plants pre-selected, identical to PvZ3) had strategy to it because it forced the player out of their comfort zone to try a different play-style, or try a plant you haven’t unlocked yet. It didn’t punish the player when it came to losing, and losing is part of life. You don’t win every level, and the player can always try again without punishment in Adventure Mode. In PvZ3, the game actively punishes the player for losing with the 5 life system (this has its own section, covered in more detail), which can result in players being afraid to experiment with trying anything new. Difficulty Difficulty is subjective, and this will not highlight balancing, but rather how PvZ3 attempts to challenge the player’s skill. PvZ3 holds the player’s hand throughout the majority of the levels, not allowing them to experiment with any of the tools provided to them, and is instead forced to play how the level designer wanted them to, which creates a lack-luster and uninteresting experience. Multiple times throughout PvZ3, a level can feel unfair. Zombies will be spawned repeatedly in the same lane, making it impossible for plants to deal with them, thus they overwhelm your defenses, which makes the player: Spend coins to blow the zombies away and regrow their defenses. Use a power-up Give Up & Retry 1) This makes PvZ3 pay to win. If you can pay in-game currency for ALL zombies on the board to be sent back to the beginning, that is an advantage. Additionally, this feature was available for free in PvZ2 with the plant Thyme Warp. 2) Power-ups should not be required for completing levels, but rather as a crutch if the player is struggling, similarly to how PvZ2’s power-ups function. Power-ups in PvZ2 are occasionally handed out to the player through Piñata Parties and gift boxes, which let the player confidently use it, without the worry of trying to preserve it, and were cheap to buy if the player desperately needed to use one mid-level. Power-Ups PvZ3 has Cherry Bomb, Jalapeño, and Chilly Pepper behind a “power-up” system, and you’re only able to use them a limited amount of times. This ruins the consideration of what instant-use plants the player needs to bring to the level. In PvZ2, there are many instant use plants that all perform different things, and you can’t bring them all. With there being no instant use plants available, this layer of strategy is gone. Level Design PvZ3’s levels forget what made PvZ1 and PvZ2’s enjoyable, and it’s due to those games giving you time. In PvZ3, multiple zombies can spawn at the start of the level, and rush the player into having to make sudden reactions to deal with these threats. This isn’t fun, it’s annoying. One of the enjoyable parts of PvZ is seeing your defenses grow, considering it takes time and effort to manage the single zombies that slowly show up, coming in more numbers as time goes on. I can only imagine the levels are designed like this to retain low player attention spans. Players might not stick around during levels, and that’s fine. PvZ2 (Used to) let you save mid-level to do something else and return another time. Trying to make hyper-fast levels doesn’t work when PvZ1 (and to some degree, PvZ2) was a fairly slow but not snail-paced game. Monetization This isn’t ridiculing PopCap for having monetization in a mobile game, as they’re a business and you have to make a profit in some way, but how PvZ3 does it is astoundingly bad. Though, microtransactions should not be in a soft-launch that is designed for feedback. It gives the impression that feedback isn’t your main priority, but to profit off the game as soon as possible. I’m not a business major, but I’m trying to come to a middle ground to what feels fair to the consumer (players) and producers (PopCap). Why PvZ2's (Initial) Monetization Method Worked To put this in easy to understand terms, let me describe PvZ2’s Adventure Mode plants and Premium plants as Skylanders figures. The ones available from the start are capable of beating the game, but you can go out of your way to purchase additional figures if you want more toys to use in-game. If the player wanted a premium plant but were unsure of how it functioned, they could play the Premium Plant Quest to experiment. My point here is that PvZ2 offered unique content at a relatively low price, which was a motivator and reason to purchase. PvZ3 doesn’t have any motivators to its microtransactions, due to it offering nothing substantial. Coins & Power-Ups The only thing the player can purchase directly are coins and limited time offers, which is a major problem. Coins can only be used to purchase power-ups and blow zombies away if you lose. For players that are stingy with their power-ups or intend to not use them to have an organic experience, PopCap is unable to market to those players. There isn't a real incentive to buy these due them ONLY being power-ups, there isn't any content behind them unlike PvZ2's premium plants, which was new content. 5 Health Mechanic The 5 life mechanic is one of the worst features in the game. Even if you made it paid to regain lives, it’s still not worth it. This game doesn’t offer enough for the player to spend coins OR real money in exchange for lives. This is the worst mechanic in gaming history, why would you purposely take away the ability for your players to play your game? This feature ruins the casual aspect of the game as players that struggle are unable to make mistakes without suffering drastic consequences, unlike PvZ1 and PvZ2 which were incredibly forgiving by allowing you to try again at no cost. Story This isn’t a critique about the story, but aspects surrounding it. Priorities PvZ games always had a story that wasn’t directly present to the player. Crazy Dave goes back in time to eat a taco again, Dr. Zomboss captures Suburbia, and renames it to Zomburbia, they weren’t extensive stories but a small setting to ease the player into the places they visit. PvZ3’s main marketing focus is on the story, which is not a bad thing on paper, but it seems to take PopCap’s priority over the gameplay. Every Beta since September 7th, 2021 has had similar gameplay identical to the previous beta, but with different characters and dialogue. PopCap needs to change their priorities to focus the gameplay instead of the story if they want to make a game that feels fun to play. Taco Tickets Taco Tickets are a reward you receive when you complete a level, and are used to progress through the story. It’s identical to the progression system of Gardenscapes’, and it’s not needed in a PvZ game. PvZ2 had a story that was conveyed through dialogue between and before levels. Taco Tickets only complicates this, and should be handled differently to serve an actual purpose. Furniture For some reason, PopCap really wants to push the furniture aspect seen in Gardenscapes in this game. PvZ1 and PvZ2 have never focused on decorating, so it's very out of place in marketing. We're not against the decorating concept, but it appears to be one of PopCap's main priorities considering it appeared consistently throughout old feedback surveys instead of questions about what we think of the gameplay. Conclusion We want PvZ3 to succeed. We want this game to push the franchise to new heights and allow for more, bigger opportunities, but this will only happen if PopCap accepts that this version is greatly flawed, and makes a product people want. Written by Hey1mJay, and members of the Plants vs. Zombies community.hey1mjayd3 months agoSeasoned Hotshot10KViews137likes58Commentszombies that pvz 3 should add
solar eclipse zombie: holds his wand out and after 15 seconds slowly starts draining sunlight causing less sun to fall and less to collect and to make it permanently dark if not defeated in time(if defeated during the sun stealing it comes back slowly) (only 1 can be on the field at a time) cannon zombie: uses a cannon to shoot cannonballs at plants (Has 6 shots) lasso zombie: uses his lasso to pull himself to whatever plant he grabs onto drunk zombie: at half health runs towards your house and ignores all plants rage gargantuar: gains movement speed whenever a zombie is defeated metal suit zombie: wears extremely heavy armour but is extremely slow whistle zombie: spawns a wave of zombies every 15-20 seconds overlord zombie: every 20 seconds restarts a random plants seed cool down elemental zombie: uses random elements like fire and ice to damage plantsScreend00rzombie3 months agoSeasoned Adventurer41Views0likes1Comment- Vivin21233 months agoSeasoned Newcomer23Views0likes1Comment
- Vivin21233 months agoSeasoned Newcomer21Views0likes1Comment
2025 Blog Post #1 - January
Shaping the Future of PvZ3 Together! Happy New Year Neighborville residents! This year, we want to take you on a journey with us as we re-imagine Plants vs. Zombies 3 and let you in on what’s going on behind the scenes! We're highly focused on something fundamental to the Plants vs. Zombies series: the art style and direction! This is what ultimately brings life to the characters of the game and has inspired so many of you all throughout the years! While the team continues to work hard on new systems and features, we’ve also been reflecting on the direction of our visuals to ensure that we’re creating a game that resonates with you, our players. We ran some external tests to gather insight into which art styles sparked interest among participants in our focus groups! We’re actively gathering that data, but we also know that there’s no better feedback than yours - the passionate PvZ community. That’s why today we’re excited to share some of the potential art styles that the team has been exploring! So what’s next? How can you help? We would love to hear your voice! Here’s how you can help us: Check out the three images below! Share your thoughts about which Image # you prefer on social media using the hashtag #PvZ3 Tell us which style speaks to you the most and why! Your feedback is incredibly important to us and can help us shape the game. While we continue to improve the experience, we’ll keep the community informed along the way and ask for your thoughts. Your input helps us ensure that the game looks as good as it is fun to play! Thank you for coming along on this journey with us - we’re excited to hear what you think! As always, stay tuned for more updates, and don’t forget to use hashtag #PvZ3 on social media to share your thoughts! Let’s work together to shape the future of PvZ! Until next time… Plant on! The PvZ3 TeamEA_Leeuw3 months agoCommunity Manager112Views5likes0CommentsREBOOT IN PVZ 3 LORE
Everyone can be sure that the “pink version” will be the winner of the poll, for simple reasons: this style is so beautiful and reminiscent of comics that it would be crazy not to wear it! without forgetting that currently those who have given the most feedback and support to the PvZ franchise are its long-time fans who are already young adults, something like the “Green” and “Purple” versions will not attract everyone's attention. With that in mind, the “Pink” concept brings me good thoughts with an emphasis on something more adventurous in the plot so that the direction of the story can go beyond the confines of Zumburbia, based on this, I had some ideas such as a reboot of the PvZ 3 story. In PvZ 2 Crazy Dave and Dr. Zomboss made numerous trips to different times in history, leaving behind plants and zombies after leaving these worlds, which created several ramifications in space and time, thus creating new realities in which these two races have been part of these worlds since the past! one of them being from Garden Wafare. - "What does all this have to do with PvZ 3?" You see, this raises doubts as to whether “welcome to zomburbia” was really part of the original PvZ continuity line, as we could see that Dave's personality had a drastic change compared to that of PvZ 2 and there is nothing about what happened to Penny after these events, leading us to believe that it wasn't. This is just the tip of the iceberg that emerges when you dig deeper, but don't get me wrong, I don't hate that the theme is about the city's surroundings, on the contrary! It's beautiful and brings a new air of adventure that the franchise needed to bring after PvZ Adventures and I want it to continue. But is it really necessary to involve this? In my opinion yes and no, because neighborville is cool, but it would open doors so you don't get stuck in a limited standard like the second one. I know it won't be simple to bring together the two distinct themes into a single story, but I have the solution! In fact, the “pink” version may be the most interesting solution because the art style is reminiscent of the comics, and we know that all series have several editions with different story cores. My ideas for putting this in the game are: the story mode would be represented as comic book editions, you only have the first edition and when you finish one, another new story would be acquired at the end of your efforts or even two, one of them being a parallel alternative to the one we saw! with around 25 to 30 levels because this is an easier tactic than stretching the story out over 500 levels. This first edition could tell the story of Patricia and Nate at the Lost Keys Lake camp, where they were attacked by hordes of zombies and throughout the levels she tried to find out what was going on and find more plants in that environment like Lily Pad. As the story takes place without Dave, Patrícia only has common seeds at the beginning. Depending on the team's choices, the consequences of PvZ 2 could be better addressed in the future, regardless of whether this world is part of the continuity or not, as it would not be impossible to bring the concept of parallel universes that would make it possible to meet the original Dave and Penny or even meet versions of characters like those from the Spinnoffs, making this a direct continuation even if elsewhere. My reasons for writing these crazy things are with the intention of not letting such good things from the franchise be lost, just imagine seeing so many cool things with enormous potential being thrown away, isn't it sad? anyway, that's all. I hope it was useful! Goodbye!starfoxy013 months agoRising Scout153Views2likes2CommentsPlants that PvZ 3 could add
Toffee-pult 5 sun launches caramel Kernels and blobs that damage and slow zombies in a 3x3 area podfather: 5 sun gives all pea plants extra damage speedflower: 3 sun produces 1 sun and occasional speeds up plants around it over time metalflower: 4 sun high health and produces sun recharge lily: 4 sun all plants except for itself has it cooldown finished King shroom; 8 sun shoots piercing poisonous spores and occasional spawns puff shrooms Dark flower: shoots flaming sun at zombies and does damage based on how much sun you haveScreend00rzombie3 months agoSeasoned Adventurer14Views0likes0CommentsGeneral Ideas if old PvZ3 makes a comeback
Title it as a spinoff (that's what everyone says anyways) Upgrade the zombie models to make it more similar to the concept art from the portrait cards (image attachments related) Completely adjust or remove the Damage Types system so that it's fair so you can actually make strategies Remove plant level requirements when it comes to Devour Tower Actually make the textures a slightly higher quality so that you can actually see the pupils of the zombiesOswaldFan0013 months agoSeasoned Scout54Views0likes0CommentsHow to expand “Your house” area in PvZ 3
Gimmicks: tiles; sun tile; gives occasional sun plant food tile: fills plant food meter bar faster taco tile: gives that plant their tacobility come tile: gives a zombie a cone bucket tile: gives a zombie a bucket screen door tile: gives a zombie a screen door other gimmicks lightning zaps a tile destroying plant and/or zombie on that tile and can’t be planted on for 30 seconds zombies: newspaper zombie: when newspaper is destroyed runs towards your house mirror zombie: holds a magic mirror that deflects projectiles banner zombie: gives zombies in his lane 30% increased speed pogo zombie: bounces over plants brickhead zombie: extremely tanky plants: pine needler: shoots pines that pierces through zombies Kernel pult: throw kernels and butter at zombies Snap dragon: breather fire in a 3x3 area dragonfruit pult: launches dragonfruit that explode into 6 shards cherry bomb: explodes in a 3x3 areaScreend00rzombie3 months agoSeasoned Adventurer86Views0likes0CommentsA map that PvZ 3 could add
Map: creepy cemetery gimmick gravestone spawn in the beginning of the level and during the level necromancy: zombies spawn from the gravestone(s) maximum of 4 zombies: grave carver: can repair damaged graves gravedigger: periodically spawns graves skeleton zombie: when destroyed collapse into a pile of bones and if not destroyed in time he respawns Coffin zombie: wears a coffin as armor when destroyed a zombie conehead or buckethead come out Vampire zombie: heals itself when it damages or destroys a plant ghost zombie: can only be attacked when in range of a planten or when attacking a plant skeleton gargantuar: when defeated falls into a pile of bones and if not destroyed in time the garg respawns zombie lord: when alive all other zombies that die will turn into random gravestones and the zombie lord can also spawn up to three browncoat,conehead,buckethead or skeleton zombies in front of him trick or treater: throws candy that gives zombies increased speed or health plants: grave buster: destroys a grave block buster: deals damage to zombie and deals additional damage to obstacles doom shroom: destroys zombies in a 5x5 area caulipower: instant: hypnotizes between 4-6 zombies Hypno shroom: hypnotizes a zombie: Jack o lantern: shoots a burst of flame that pierces through zombies Aloe: heals plants in a 3x3 area garlic: zombies that eat it diverts lanes gloom shroom attacks in a 3x3 area Cursed nut: zombies that damage this take more damage from evrything vamp-pea when this kills a zombie it’s damage and health is increased types of graves: normal grave sun grave: drops 3 sun when destroyed plant food gravestone: drops plant food taco gravestone: drops a taco shield grave: has very high health brain grave:when destroyed zombies in that lane gain double speed until defeated (zombies that come after don’t get that effect) Bomb grave: explodes when destroyedScreend00rzombie3 months agoSeasoned Adventurer131Views1like1Comment