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List of various technical issues spotted in prerelease footage
Here is a list from a helpful YouTube comment detailing various visual oddities and oversights seen in prerelease footage. Of course, many of these have likely already been fixed since it’s an early build. Also some of these are pretty transparently just placeholders like the China and ice level’s icons, and some are just artistic choices like using the mobile version’s UI for seed packets. But with any luck the remainder of this list should help the developers clean up any stray bugs they might not have caught ahead of release. The timestamps shown in the image attached below correspond to the Replanted footage in this video: https://youtu.be/kcdZlQ3iOK8?si=M1kxISAn2OaCFZSO Thank you for your hard work and have a nice day!TripleSakaTrip19 hours agoSeasoned Rookie14Views1like0CommentsPlease bring back animated Crazy Dave in the finished game.
In pre-release footage, the player goes to Dave’s shop but he is a completely motionless PNG instead of his usual animated self like he was in previous versions of the game. Seeing this was very disheartening because it removes a lot of his lovable goofiness that fans adore. Of course, this could’ve just not been implemented yet due to the remaster still being in development. But if this is a permanent change then I have to say I’m really disappointed. If it’s possible, could you find out if the developers have any intention of adding this trademark charm of the neighbor from the original back in, and if not could you please politely ask them to reconsider?TripleSakaTrip21 hours agoSeasoned Rookie42Views1like2CommentsDear Development Team of Plants vs. Zombies Replanted Version:
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. 【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!】 I. System Adaptation and Interface Optimization Optimization Suggestions for Dynamic Welcome Interface When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile. The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Multi-language Adaptation Currently, there are a large number of players from different countries and regions in the international version, especially a huge Chinese player group. To meet the needs of global players, it is recommended to add support for multiple languages, such as Chinese, Japanese, Korean, Russian, Hindi, Malay, etc. This can not only eliminate language barriers, enable players to better understand the game content and instructions, but also significantly enhance the game's attractiveness and competitiveness in the international market and promote the globalization development of the game. Suggestions on Promoting the Ecological Layout of the Whole Platform Currently, the Huawei HarmonyOS Next system has enormous market potential. It is recommended to prioritize the in-depth adaptation of products to the mobile and PC ends of this system. At the same time, a cross-platform cloud data interconnection system should be constructed to comprehensively cover mainstream operating systems and devices such as Apple (iOS, iPadOS, macOS, visionOS, tvOS), Huawei (HarmonyOS),Google (Android, Android TV), and Microsoft (Windows x86, Windows x64, Windows Arm). By achieving real-time synchronization of data such as game progress, saves, and personalized settings, the barriers to device switching can be eliminated, creating a seamless gaming experience for users, and further improving user retention rate and brand competitiveness. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Optimization of All-Scene Interfaces All scenes (including the main interface, level selection interface, in-level interface and achievement interface) have added stunningly realistic light and shadow effects. In addition, the clouds in all scenes will gently drift with the wind, adding dynamic vitality. Lawn terrain: Optimized into a regular rectangular structure similar to the lawn in Plants vs. Zombies 2, composed of neatly arranged squares. The squares use greens of different shades, forming an alternating pattern of light green and dark green, while maintaining the same color tone as before; the white fences next to the lawn maintain a uniform vertical shape, and the distance between each fence is even, avoiding the visual problem of unevenness, thus presenting an orderly and clean feeling. Swimming pool terrain: The lawn part is optimized into a regular rectangular structure similar to the lawn in Plants vs. Zombies 2, composed of neatly arranged squares. The squares use greens of different shades, forming an alternating pattern of light green and dark green, while maintaining the same color tone as before; the water in the swimming pool part has a wind-blown ripple effect, and it is clear and transparent enough to see the bottom composed of neatly arranged squares. The squares are made of blues of different shades, similar to the sea level of Big Wave Beach in Plants vs. Zombies 2. Roof terrain: The left slope is a standard parallelogram structure, and the right flat part is a regular rectangular structure, both composed of neatly arranged tile squares. The squares are uniformly orange-red, without cracks or other defects, and the overall color tone is consistent with the original orange-red. Each tile grid is separated by dark orange-red lines. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 II. Game Content Expansion Each Plant Costume Comes with Additional Attributes Whenever a plant costume is assigned to a plant, it also grants the corresponding plant unique additional attributes, serving more than just a decorative purpose. For example: A specific costume for Winter Melon can freeze zombies within a 1x3 area under normal conditions. When using its special ability, it not only freezes all zombies on the screen but also launches a set of ice projectiles from the left side of the screen to damage zombies—these projectiles are the ice projectiles from "Power Snow". Another example: A specific costume for Winter Melon allows it to fire ice-attributed spike projectiles at zombies under normal conditions. When using its special ability, it not only upgrades to more powerful ice-attributed super spike projectiles but also scatters a large number of such super spike projectiles forward to damage zombies! In the future, the game design team can create brand-new plant costumes with additional attributes to further enhance practical combat functionality! 【This feature can refer to the plant costumes in Plants vs. Zombies 2 Chinese version.】 Introduction of Plant Trinkets with Additional Attributes Whenever a plant costume is assigned, the corresponding plant is also granted unique additional attributes. Some plant trinkets can be displayed during battles, and they can also be upgraded— the higher the trinket’s level, the better its combat effect! Rubber Duck Float Trinket: Allows plants to be planted directly on water surfaces. Accelerated Flower Pot Trinket: Reduces the planting cooldown of plants by 30%. Energy-Saving Can: Reduces the sun cost of planting plants by 10. Small Clock: Has a 10% chance to reset a plant’s planting cooldown and also reduces the planting cooldown by 10%! In the future, the game design team can create brand-new plant trinkets with additional attributes to further enhance practical combat functionality! 【This feature can refer to the plant trinkets in Plants vs. Zombies 2 Chinese version.】 Classic Mode "I, Zombie" Returns The classic gameplay "I, Zombie" makes a comeback, with the following adjustments to the game content: Victory is no longer achieved by collecting all Brains; instead, it is achieved by eliminating all plants. Eliminating 1 plant grants 150 Sun Points. This rule applies to every plant—even if each Puff-shroom disappears after becoming ineffective, you can still gain 150 Sun Points. Zombies can be granted special abilities similar to the Plant Food effects used for plants: Mecha-Football Zombie will throw footballs to eliminate plants, dealing massive damage to nut-type plants; Mecha Gargantuar will not only be upgraded to the classic Red-Eyed Mecha Gargantuar but also have the laser firing frequency of the Red-Eyed Mecha Gargantuar increased. New Addition of Gen 2 "Power-Ups" Gameplay It is recommended to introduce the "Power-Ups" gameplay from the international version of Plants vs. Zombies 2 into the Replanted version, allowing Power-Ups to turn the tide of dangerous battles and change the course of the match at critical moments. Expansion of "Mini-Games" Content Building on the original version, "Mini-Games" will include more interesting elements, such as: Expansion of the "bowling" element in "Wall-Nut Bowling". Detailed explanations are provided below. In "Zombiquarium", the variety of zombies will be more abundant. Additionally, various marine creatures will appear to attack zombies—you can eliminate these marine creatures by clicking on them to prevent them from attacking more zombies, and so on. Expansion of the conveyor belt level mechanism In conveyor belt levels, the plant slots that appear are not limited to the default selected ones. It is recommended to support the selection of desired plant slots for use in conveyor belt levels. Adjustment of In-level Buttons Adjust the "Menu" button within the level to a "Pause" icon. After pausing the level, change the "Pause" icon to a triangular "Resume" icon. Moreover, whether the level is paused or resumed, the "Menu" button should always be available. Add an "Accelerate" button within the level. Even when the level is paused, the "Accelerate" button should always remain available. New Characters It is suggested that unique plant heroes, zombie heroes, plants, zombies, as well as Penny, Nate Timely, Patrice Blazing from the official Chinese versions of Plants vs. Zombies 1 (including but not limited to the Westward Journey version, the Great Wall version, the Kingdom version), Plants vs. Zombies: Heroes, Plants vs. Zombies 2 and Plants vs. Zombies 3 be introduced into this version, along with innovative gameplay and mechanisms. This will not only attract more players to Plants vs. Zombies Replanted, but also keep the classics alive and enhance the game's long-term appeal and competitiveness! Traitor Plant gameplay The so-called traitor plants are villainous characters planted on specific grids, usually with high health points. After eliminating a traitor plant, not only will you get twice the sun value of that plant in return, but you can also plant your own plants in its original position. For example: The Traitor Peashooter will attack our plant camp; The Traitor Squash will crush our plants and cause damage; The Traitor Sunflower will deduct the collected sun, but eliminating it will return all the deducted sun. More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. "Wall-nut Bowling" returns Primal Wall-nut: It directly passes through the same row, deals damage to 2 zombies, and then immediately splits into 2 small Primal Wall-nuts. These split nuts move in 2 directions to deal damage to targets in other rows. Explode-O-Nut: In this version, the appearance of this plant should not be the solid red color of the original Explode-O-Nut; instead, it should be consistent with the visual effects of the Explode-O-Nut from Plants vs. Zombies 2. Jackfruit (菠萝蜜 a China-exclusive plant): It directly passes through each zombie in the same row, leaving jackfruit pulp behind each zombie. Zombies will delay their movement by gnawing on the jackfruit pulp. Frost Baimaodan (寒霜白毛丹 a China-exclusive plant): Unknown Greedy Snapdragon (贪吃龙草 a China-exclusive plant): Unknown It is suggested that the international server development team could create entirely new types of bowling. 【If you don't quite understand the content of the description, you can refer to the attached video!】 New Two-player Duel & Cooperation Mode A new two-player duel & cooperation mode is launched. Player A controls the plants, and Player B controls the zombies. You can refer to the relevant modes in the Plants vs. Zombies PS3 version and the Plants vs. Zombies Android TV version. This brand-new battle mode will bring players a completely different gaming experience, increase the interaction and competitiveness among players, enrich the gameplay and fun of the game, and further expand the game's audience. III. Optimization of Plant and Zombie Mechanisms Animation Optimization for Sunflower, Sun-shroom, and Marigold When Sunflower, Sun-shroom, and Marigold produce sun, gold coins, and silver coins, their animation effects are no longer limited to a single glowing effect. During the resource production process, the plants will not only have a glowing face but also display more vivid "happy" dynamic movements. After the animation ends, they will return to their normal state. In addition, the facing direction of the plants has been uniformly adjusted: previously, Sunflower’s face faced forward, and it is now recommended to adjust it to the right-facing direction consistent with Marigold (i.e., facing the front of the lawn), presenting a side view. 【This feature can refer to the international version of Plants vs. Zombies 3.】 Gatling Pea Performance Expansion Gatling Pea supports fusion with other elemental peas through the "stack-planting" method at all times, and this applies regardless of the planting order (whether Gatling Pea is planted first or other elemental peas are planted first). The pea types that can be fused include: Fire Peashooter, Snow Pea, Electric Pea, Goo Peashooter, Shadow Peashooter, Primal Peashooter, Piranha Pea, and Threepeater. In the future, the game design team can further expand its fusion possibilities by developing and adding new elemental pea types! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Appearance Optimization for Coffee Bean Before being used, Coffee Bean will always maintain its appearance with wings—this setting also applies to its display effect in the almanac. When Coffee Bean is digested by mushrooms, its wings will show a digestion animation process together with its main body, ensuring the consistency of the appearance performance. Optimization of Doom-shroom's mechanism After Doom-shroom explodes, the pothole left behind is in a state with sparks and has the effect of burning zombies. Zombies eliminated by the pothole during this period turn to ashes. After the pothole exists for a period of time, the burning effect in the pothole weakens accordingly. Finally, when the pothole disappears completely, the burning effect in the pothole also vanishes. Optimization of Coffee Bean's appearance The Coffee Bean remains in a state with wings all the time before being digested by the mushroom. Optimization of Gatling Pea's Appearance The appearance of Gatling Pea needs to be adjusted to that of the Gatling Pea in Plants vs. Zombies 2 to avoid the problem of inconsistent visual effects. Dynamic effect of the Hypno-shroom's cap Change the Hypno-shroom's cap effect from a single texture to a dynamic one, making it more agile and realistic in the game. The dynamic cap effect can not only enhance the game's visual performance but also allow players to more intuitively feel the Hypno-shroom's function, enhancing the game's immersion. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Optimization of the bullet tracking of the Cattail After the Cattail eliminates a zombie, the remaining bullets should automatically attack the next target instead of flying out of the field. This can make full use of the Cattail's attack resources, improve its attack efficiency, make its performance in the game more outstanding, and also meet the players' expectations for efficient attacking plants. 【This feature can refer to the Chinese version of Plants vs. Zombies 2.】 Optimization of the disappearance animation of the Blover When the Blover disappears, add animation effects of gradual transparency and slow rotation speed. This delicate animation performance can make the visual effects of the game more smooth and natural, enhance the players' visual experience, and make the disappearance process of the Blover in the game more aesthetic and ritual. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Function expansion of Cactus When the Cactus is close to zombies, it will transform into Spikeweed, launch spines with piercing effects, and grow taller to hit the balloons of Balloon Zombies. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Function expansion of the Torchwood When the Torchwood is eliminated or removed, it will trigger the effect of the Jalapeno. At the same time, it has high health points, and when zombies approach, it can attempt to attack zombies within a close-range 1x3 area. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Adjustment to Potato Mine's Mechanism When the Potato Mine is unearthing, it will be ignored by zombies. Moreover, zombies will automatically stay on the grid where the Potato Mine is planted, waiting for it to fully emerge. Once the Potato Mine is unearthed, the zombies will show the frightened animation and sound effects similar to those of the Jack-in-the-Box Zombie. Finally, the Potato Mine will explode, turning the zombies into ashes. This adjustment will make the whole process more vivid and lively. Adjustment of Group Damage for Tangle Kelp The current single-target damage effect of Tangle Kelp has limited effectiveness against clustered zombies. It is recommended that when zombies approach, Tangle Kelp can simultaneously deal damage to multiple zombies within a 1-tile range. This can significantly enhance its practicality and tactical value in the game, providing players with more effective choices for water-based defenses. Garlic and Nut Wrap Adaptation The current usage of Garlic and Nut Wrap has certain limitations. It is recommended to make Garlic applicable to "Nut Wrap" to increase strategic combinations and fun in the game. Expanded Target Ranges for Plants Cherry Bomb: If placed on edge grids, moves to an inward empty grid to deal 3×3 area damage; if the grid has a plant, floats above it while still causing 3×3 area damage. Doom-shroom: If placed on edge grids, moves to a center-closer empty grid to trigger 5×5 area explosion damage; if the grid has a plant, floats above it to deal the same 5×5 area damage.” Corn Cannon: If aimed at an edge lawn grid, the corn projectile lands in an inward empty grid and deals 3×3 area damage. Threepeater: If placed in the grid at the edge of the lawn, it will fire 2 projectiles in the middle row within its range, and 1 projectile in the 1st or 3rd row of its range. This optimization can effectively reduce resource waste. Zombie Appearance Adjustment It is recommended to unify the head appearances of the Balloon Zombie, the Bungee Zombie, and the Dolphin Rider Zombie to be the same as that of the Common Zombie, making their visual effects more consistent. When zombies are eliminated by bullets carrying fire, their bodies turn to ashes instead of losing their heads. Change the appearance angle of the Bungee Zombie to be consistent with the appearance angle of the Common Zombie which faces left, while still retaining the feature of sticking out its tongue. When the Dolphin Rider Zombie appears, it is always in a state where it can be attacked. This includes, but is not limited to, the time period when the Dolphin Rider Zombie throws the dolphin onto the water surface, during which it can also always be attacked. Once the newspaper of the Newspaper Zombie comes into contact with substances with burning properties—such as lava or flaming bullets—it will trigger the exclusive effect of the newspaper being burned by flames, enhancing the detailed expressiveness of the battle scene. Optimization of Behaviors After Eliminating Zombies Once the zombie's head is knocked off, its body should fall down immediately. This can not only reduce the waste of fired bullets, but also enable pitcher-type plants to attack the next target instead of hitting the zombie's body, which is beneficial to improving efficiency. After a zombie is eliminated by a Fire Peashooter's bullet, its body should turn into ashes instead of just having its head knocked off. Standardize the animation time period for each zombie that turns into ashes simultaneously, making the visual effects more coordinated and comfortable. Optimization of Zombie Eye Appearance It is recommended to optimize the appearance of zombies' eyes to a more three-dimensional mirror effect, as if covered by a layer of crystal ball, making their characters more exquisite and beautiful. IV. Adjustment of Music and Sound Effects Music adjustment Replace all the music theme songs with those outside the (In Game) series. For example, replace Loonboon(In - Game) with Loonboon, Grasswalk(In - Game) with Grasswalk, Crazy Dave(In - Game) with Crazy Dave(Intro Theme), etc. The new music series can bring players a brand new auditory experience, avoid players getting aesthetic fatigue from listening to the same music for a long time, create a more diverse and rich game atmosphere, and enhance the players' immersion in the game. V.Optimization of Game Operation and Functions Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. 【This feature can be referenced from Plants vs. Zombies 3】 Suggestions for Optimizing the Consumable Item Mechanism in the Zen Garden In the Zen Garden of the original *Plants vs. Zombies*, there is a mismatch between the usage logic and resource consumption of consumable items (Bug Spray, Chocolate). Specifically, if players use Bug Spray on potted plants that do not require pest control (e.g., plants already in a happy state or with no need for Bug Spray), or repeatedly feed Chocolate to potted plants that have already been fed, the corresponding item quantities will still be deducted directly. This loss is irreversible and often leads to unnecessary waste of players' resources. To improve this experience, it is suggested that the consumable item deduction mechanism be adjusted in *Plants vs. Zombies: Replanted*. Item quantities should only be deducted when a potted plant is clearly in a state that "requires Bug Spray" (e.g., when pests are present, or the plant is not in a happy state and needs pest control) or "can accept Chocolate" (e.g., when the plant has not received the Chocolate bonus yet, or the Chocolate effect has expired). If a potted plant does not need the item (e.g., it is already in a happy state, or Chocolate is fed repeatedly), an "invalid use" judgment should be triggered, and no item quantity will be consumed—thus avoiding unreasonable resource loss. Optimization of Virtual Currency Deduction Policy Gold coins, diamonds, and excess enhancement items spent within a level will only be deducted by the corresponding amount if the level is cleared successfully. If the level is failed or exited midway, the gold coins, diamonds, and excess enhancement items spent in that level will not be deducted. In addition, a prompt regarding this policy will be marked on the game pause interface. Implementing this policy can not only effectively avoid unreasonable losses but also effectively prevent the risk of user churn, while significantly improving the user experience! Therefore, we are in great need of implementing it! In the accelerated state, the duration of the item "Mallet" does not shorten In the accelerated state within a level, the duration of using the item "Mallet" will not decrease due to the acceleration effect, which makes the player's experience of using the item "Mallet" during acceleration more in line with reasonable logic. Expansion and Classification of the Plant Slot Currently, at most 9 plant slots are far from enough for some players. It is recommended to open the function of purchasing more plant slots. At the same time, when selecting plants, classify the plant slots into two columns, namely the plant slots exclusive for white cards (10 slots) and the plant slots exclusive for purple cards (3 slots). In this way, plants of different qualities have their own independent slot areas without interfering with each other, making it more convenient and faster for players to select plants, effectively solving the problem of insufficient plant slots, and improving the strategy and operation experience of the game. Expansion of gesture functions for collecting various resources Collecting sunshine ☀️, diamonds 💎, gold coins and silver coins is not limited to the click gesture. It also supports the swipe gesture and swiping the unclicked cursor to collect resources in batches. 【This function can refer to *Plants vs. Zombies 2* and *Plants vs. Zombies 3*.】 Addition of the "Auto-pickup Resources" item After users actively watch an advertisement, they can obtain an item that can automatically pick up sunlight ☀️, diamonds 💎, gold coins, silver coins, and potted plants in the Zen Garden. Each item remains effective for 60 minutes. During the effective period, it will automatically collect various resources, and after the time expires, it will return to the manual pickup state. It should be noted that the usage time of this item will only be deducted when the level is won; if the game fails or the level is exited, the item's time will not be consumed. This setting can help players efficiently collect resources in batches, making it more reasonable. Optimization of Endless Mode Rules In Endless Mode, even if the challenge fails midway, players can still restart from the currently achieved level progress, without having to start all over again due to a single mistake. In addition, the lineup at the time of failure will not be saved; instead, the initial lineup of the current level progress will be automatically called, making the mechanism more reasonable. 【This feature can refer to Plants vs. Zombies 2.】 Optimization of Endless Mode Mechanics After each round ends, the current plant lineup is automatically saved, and plants in their ultimate state will maintain this state throughout the entire Endless Mode level sequence (e.g., if Torchwood is in its ultimate state when a level is cleared, this state will persist in subsequent levels until the plant is removed). The final level of Endless Mode in each world is adjusted to Level 200, with a Boss challenge every 5 levels: Defeating a Boss yields generous rewards, clearing regular levels also grants certain rewards, and clearing Level 200 rewards players with extremely generous prizes. This design makes "Endless Mode" more progressive and fulfilling, rather than a literal infinite loop. Optimization of the lawnmower mechanism: After losing lawnmowers in Endless Mode, when selecting abilities to bring before the start of a Boss level, all lost lawnmowers will be automatically replenished. Additionally, lost lawnmowers will be automatically replenished every 5 rounds, and at this time, players can simultaneously select buffs and enhancements from "Penny's Pursuit." If additional buffs or enhancements are needed, they can be unlocked by spending coins, with support for multiple purchases and prices remaining constant. Optimization of failure handling: After a failed challenge, there's no need to start over—players can restart from their current achieved level progress. Additionally, the lineup at the time of failure will not be saved; the system will automatically load the initial lineup for that level progress, making the mechanism more reasonable. Clearance reward: Upon completing Level 200, extremely generous rewards will be distributed, along with the prompt: "You've completed the final level of Endless Mode in this world—awesome job!" VI. Visual Effect Optimization Optimization of Sunflower's Visual Appearance Adjust the orientation of the sunflower's flower disc from facing front to a slightly right-tilted style similar to that of a marigold. This adjustment will not only make the orientations of the two flower discs visually coordinated and unified, but also bring a better overall visual effect. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 Optimization of Plant Visual Effects in Survival Mode When the first round of Survival Mode and Endless Mode is completed, the camera switches to the zombie camp on the right side of the lawn, and when in the plant slot selection interface, plants must always maintain dynamic effects instead of being static. Solve the Problem of Darkened Color When Shadows Overlap When the shadows of multiple zombies or plants overlap, the color of the shadows will be darkened, which affects the beauty and visual effect of the game screen. It is recommended to fix this problem so that the shadows maintain a normal color display when overlapping, making the game screen clearer and more natural, and presenting a better visual experience for players. Visual Overlapping Problem of Multiple Fire Effects Fix the problem that when multiple fire bullets or other forms of fire overlap, the color of the fire edge will be deepened, ensuring the normal visual effect of the game screen and improving players' gaming experience. Handling of Obstacles After Level Victory When the level is won, all obstacles, such as tombstones, arcade game machines, ice blocks, etc., should automatically break and disappear. This can make the game interface cleaner, highlight the players' sense of achievement after victory, and also make more clear preparations for the next game, improving the players' gaming experience and feelings. VII. Optimization of Ads and Benefits It is recommended to introduce regular plant group purchase activities the more players participate in the group purchase, the higher the proportion of virtual currency refunded after the activity ends. After the first 4 plant group purchase activities are completed and the currency refund is processed, the next batch of group purchase activities will be launched immediately. Meanwhile, the activity interface should fully display all plants scheduled for group purchase to help players plan their participation in advance. It is proposed to introduce the popular gift code mechanism from the Chinese server to the international server After obtaining a gift code, players can directly paste it from the clipboard into the gift code input box in the game. Upon successful redemption, they can receive generous rewards such as plants and virtual currency, thereby enhancing player engagement and game stickiness. VIII.Matters Needing Attention Third-party advertisements should not auto-play without the user's permission. This not only seriously damages the user experience but also leads to a large loss of users. Please do not implement a policy that requires deducting stamina points before playing main storyline levels. Please do not add any in-app purchase items, but it is feasible to obtain rewards through advertisements. Please do not add the element of chlorophyll. The original gameplay needs to be retained. Please do not automatically play third-party advertisements without the user's permission, otherwise it will seriously damage the user experience. The above are some of my suggestions and feedback on Plants vs. Zombies International Version. I hope the development team can seriously consider them. I believe that through continuous optimization and improvement, the game will become more exciting, attract more players, and bring a better gaming experience to everyone. Thank you, the development team, for bringing us such an interesting game. I look forward to the game getting better and better!AppleDisney4 days agoSeasoned Rookie563Views3likes1CommentPlants vs. Zombies: Replanted - What you missed at PAX
Hey there gardeners! PAX West is over, and there may have been some info about Plants vs. Zombies: Replanted! If you couldn't make it, you can catch up on any details that was revealed on this article from Geeks vs Geeks: Plants vs. Zombies: Replanted: Remastering a Classic, New Modes, Co-Op, and Zero Microtransactions Did some of you attend PAX? What was it like? Did you do any fun cosplay? Did you acquire cool Plants vs. Zombies merch? Let us know! 🎉EA_Cath12 days agoCommunity Manager101Views3likes1CommentProof there’s not AI upscaling
I know some people have stated the lawns looked AI upscaled. That is wrong. Most of the lawn textures are from the Tablet port, PvZ HD. The only things different are of course the bushes and the roof power line, and the peashooter, zombie, and brain clouds are replaced with normal ones. And for the seed packets, some of them are also taken from HD. Various visual errors were also fixed from HD But split-pea’s back head is blinking and Twin-Sunflower looks like that. I bold this to bring attention to visual errors so they hopefully get fixed. :)SolvedTheBiggestKW13 days agoSeasoned Hotshot115Views3likes2CommentsWill the Switch 2 port support Joy-Con Mouse?
I dont know where else to ask and I can't find an answer to this anywhere. The eShop says the game will support the touchscreen, which is nice, but I want to know wether the game will support mouse control before I even think about pre-ordering it. The Switch 2 should, since its built in to the new Joy-Cons.Solved2Red2Head15 days agoSeasoned Newcomer125Views4likes1CommentZombie head fall speed + other minor issues in Replanted
Here is a list of things that I noticed in the new footage for Replanted that I wish you would tweak to be consistent with the original game: Zombie head fall speed: when a zombie dies in Replanted, their head slowly floats off their body. A lot of the charm of the zombie deaths in the original was how their head would just casually pop off and fall down like a soccer ball, it was very charmingly abrupt. Please take another look at footage of the physics for the head fall in the original and adjust Replanted accordingly. Dancing Zombie head glitch: At one point in the footage, when Dancing Zombie is killed, his head falls off while his head still also stays on his shoulders, creating two heads for a brief moment. This is a pretty easy fix, and for all I know it could’ve already been patched. Just bringing it up on the off chance it hasn’t been caught yet (image of the error below). Squash face expression when squashing: Comparing Squash’s face when he says “hmm?” and prepares to squash a zombie, he doesn’t seem nearly as interested as he does in the original. His eyes don’t follow the zombie quite as intently and the expression seems to be mellowed out a bit (example: his unibrow doesn’t fly up quite as high). Please make him more expressive like in the 2009 release (images of the original and Replanted are below for comparison). This list is not exhaustive, I’m sure other people in this forum and the PvZ subreddit have a plethora of other small ideas to really help make the game the best it can be ahead of launch. I am very excited for this release, thank you all for your hard work on the game!Robloxpat16 days agoSeasoned Newcomer61Views2likes1CommentBalancing in VS mode
Many plants in VS mode have different sun prices than in the main adventure mode in order to account for the difference in utility compared to single player. For example, coffee bean’s price was changed from 75 to 25 in order to better allow the plants team to implement mushroom-based defenses. However, I believe some of these adjusted sun prices in this mode are in need of further consideration and adjustment. For example, Repeater only costs 150 in this mode as opposed to its normal cost of 200, allowing the player on the plants team to get a decently powerful shooter for fairly cheap. Most zombies get melted by Repeater, especially when the plant is allowed to be spammed due to its lowered cost and fast recharge. Please consider either raising it to 175 or reverting it to its normal price of 200 sun; this will make its pricing more consistent with its actual worth in the mode and help prevent the zombie team from getting even their most well-thought-out strategies quickly annihilated. But as oppressive as Repeater may be, it cannot hold a candle to the plant that is far and away the most deserving of a price increase: the Doom-Shroom. Doom-Shroom is so insanely overpowered in VS mode that it is often the only unit on either side to be banned in competitive play. It allows for the plant team to wipe almost the entire board of zombies whenever needed, immediately putting the zombies at a huge disadvantage. Doom-Shroom retains its original price from adventure mode: 125 sun which is ludicrously low for its function, especially when the coffee bean needed to activate it costs far less now. The zombie team has to pay twice the combined price of Doom-Shroom and coffee bean for a flag zombie, who spawns a wave that can just get obliterated by Doom-Shroom anyways. Doom-Shroom leaves a crater that cannot be planted on after exploding, but this is nowhere near enough of a detriment to the plants to prevent it from being spammed. Its long recharge time is also not big enough of a disadvantage to prevent it from being used very frequently, as the plants player can simply stockpile them on the lawn and wait to wake them up with coffee bean. It is not hyperbole to say that Doom-Shroom’s price in vs mode should be doubled at a minimum, because using it almost always ensures a plant victory. I also believe that the craters it leaves should be changed to stay permanently on the lawn in vs mode, as this creates a better opportunity for strategic mid-late game counterplay for the zombies team after they survive a monumental setback from the explosive, as well as making Doom-Shroom a much bigger commitment from the plants player with real consequences for them if they use it at the wrong moment. There are other plants that should maybe also have their prices raised a smidge like Squash, due to it being a very dependable and cheap instakill plant with a faster recharge time than the others. Puff shroom allows for mind-numbing stalling tactics due to costing no sun at all, and even though you need a coffee bean to wake it up, you can still use its free sleeping version to stall zombies whenever needed. A price increase to just 25 sun in this mode would work wonders for this plant’s balance. VS mode is a very enjoyable mode but I and many others firmly believe that it would be even more fun if the plants had less easy routes to victory, and the zombies had a bit more of a fighting chance. The zombies are already fighting an uphill battle in this mode due to having a far smaller pool of options to select from as well as a smaller area of the lawn to work with, I think it’s only fair that some of the plants’ most spammable options were a bit more pricey to compensate. Again, this also allows both sides to create more nuanced strategies. Please take another look at some of these unit prices as well as others in the mode and consider adjusting them accordingly.267Views12likes10CommentsCross-Buy Confirmation for Plants vs. Zombies™: Replanted
llo, I’m interested in purchasing Plants vs. Zombies: Replanted and wanted to confirm whether the game supports cross-buy between PS4 and PS5. Specifically: If I buy the game on PS4, will I also be able to download and play it on PS5 at no additional cost? Conversely, if I purchase it on PS5, will I have access to the PS4 version? Thank you for your assistance. Best regards, ConnorTheConnorB17 days agoSeasoned Newcomer108Views0likes2CommentsPS5 KBM Compatibility
Please tell there is going to full KBM compatibility cause that’s the only way I will purchase and play this game, I only ever enjoyed plants vs zombies with mouse and keyboard cause that’s how it was originally designed to be play back when it first released on pc in the late 2000’s and I remember playing like that on the school’s pc and my family’s home pc, the game would be way to hard to play using a analog controller especially on the higher rounds it! Please just reform me it is going to support it or not cause it’s 100% no for me if it’s not available thank you I just don’t want to waste moneyGenisk18 days agoNew Rookie44Views1like1CommentIdea for vs mode improvement
I think their should be different maps in vs mode instead of just the ordinary front yard like we could have night time fog or roof as playable maps and you can either choose them or click a random one I think this would help players come up with new strategies and really give some barely used plants a chance to shine!yad1ell18 days agoSeasoned Scout63Views4likes2CommentsOnline Support for VS & Co-op
I'm extremely hyped for this remaster but one thing that let me down a little is that VS mode & Co-op are relegated to local only as opposed to online. Is there any plans to eventually add online play as I'd love to play VS mode against online friendsLinkyTay24 days agoSeasoned Newcomer361Views22likes6CommentsCompatible with Switch 1?
Nintendo's sites has this game is only compatible with the Switch 2 but other ads online seems to show that it will work on the Switch 1 as well. Does anyone know for sure whether or not the game will be compatible with the Switch 1? Not planning to upgrade to the new console anytime soon but would love this game.3o3mjwmeh0ux25 days agoSeasoned Newcomer155Views1like5CommentsWill Plants vs. Zombies: Replanted be released for Mac (macOS)?
Hello EA Team, First of all, thank you for bringing Plants vs. Zombies: Replanted to life. it looks fantastic! Many of us have fond memories of the original, and this updated version seems like the perfect way to relive that experience. I was wondering if there are any plans to release the game for Mac (macOS) users. There’s definitely a big community of Mac players who would love to enjoy it without needing to set up some workarounds. Even if there isn’t anything to announce yet, it would be great to know if macOS support is being considered. I also wanted to point out that there’s already a support thread on the Steam Community discussing this topic here: 👉 Steam Community Discussion Thanks so much for your time and for listening to the community! Best regards, IGIIGI225 days agoSeasoned Newcomer154Views2likes1CommentSteam Remote Play Together
I think if the game wont have an online multiplayer PopCap should atleast enable Steam Remote Play Together. This feature would be awesome to have, unfortunately right now it does not seem that the game is going to have that feature according to its Steam page.Kopryvak25 days agoSeasoned Newcomer90Views3likes1CommentEvery Version Exclusive Minigame
Heavy Weapon: Starting with this as Replanted seems to be the console port upgraded. And that’s already in it. It’s Raining Seeds: This isn’t in the console port but instead replaced with Heavy Weapon. I’m sure it’ll work cause seed packets come out of vases in Vase Breaker onto the lawn just fine. On this they just rain onto the lawn instead. (I just really want to play this one on console because it’s my favorite) Vase Breaker: On PvZ HD (the tablet port) the fog minigame, 4-5 is playable from the minigames menu. Buttered Popcorn: PvZ HD exclusive. It’s a pool level with cob cannons in the back tiles for the grass lanes. You can also butter zombies, a feature already in the console port. All zombies appear but Gargantuars Yeti Zombie, (I guess rarely he shows up) and the vehicle riding zombies. Heatwave: DS exclusive, the minigame starts with 4 Peashooters, 4 Lily pads, and 2 Walnuts on the lawn and the player is able to move the plants. There’s a shine of the sun at the top right of the screen. The Peashooters get tired and are needed to get motivated by the player making sound into the mic. The peashooters then turn red and shoot faster. The mic feature could be replaced with having to spam a button. BOMB all together!: DS exclusive, player is given a full conveyor belt of Cherry Bombs, Potato Mines, Doom-Shrooms, Jalapeños, and coffee beans. The catch is, theres only 25 seeds in the conveyor, no more than that. Homerun Derby: DS exclusive, again, catapult zombie in baseball uniform throws basketballs at your house. Get thirty home runs to win. The stylus is used to hit the basket balls. 2 sun fall from the sky when you get a home run amounting to 50 sun. You get the seed packets, Cherry Bomb, Walnut, Potato Mine, Chomper, and Jalapeño in that order. The zombies coming are all basic but they are wearing baseball uniforms. Don’t hit the catapult zombie with the baseballs because after a while he dies to them. Theres like baseball stuff on the ground idk. This might not be able to be added. Air Raid, (the coolest minigame ever): DS exclusive you pilot a Gatling pea in a plane fighting Dr. Zomboss there are various attacks he sends out. Including a iceball that sometimes holds a powerup. The powerups being, a Threepeater and a Pumpkin. Threepeater shoots peas at the same speed as the gatling but x3. Pumpkin, acts as a shield. You and zomboss both have health bars, if you get hit by an attack, your health goes down. Zombie Trap: DSiware (DS game shop or something) exclusive. Night, you have to attract zombies with brains into a red square outline in the middle of the lawn, then click the trap button. Then the trap will drop down onto the zombies, the crows (which are very prominent very prominent in this versions backgrounds) then drop down and kill (oops, excuse my french, Vanquish) the zombies. You have 2 brains to bait the zombies with and seven cages to drop onto them. You gain more brains throughout the level. Bungee Zombies drop zombies at the very left of the lawn. And maybe add a 4 flag Fog level and Survival Fog (hard) (which is just called Day [for example] (Hard)) to co-op with all the other ones? Because day, night, pool, and roof has those, but not fog.TheBiggestKW28 days agoSeasoned Hotshot68Views1like1CommentVS mode for other areas
I think they should expand upon VS mode. We know that VS mode is only on Day. But what if it could be at Night or the Pool? Imagine aquatic plants and Zombies being usable! And the inconvenience of playing Fog! Cool, right? For Pool, Fog, and Roof, Plants will have another locked slot with Lilypad/FlowerPot. And for Night/Fog the Sunflower slot isn’t replaced with Sun Shroom but instead, the slot is empty so the Plant player can pick the one they like more. For quick play, it would just be Sun Shroom. But no one plays that mode anyway. Random is required to choose one of the Sun Producers at random. Although I don’t know how the starting back Sunflowers should work for Night. I guess they’d just be Sun Shrooms no matter what. Also, this isn’t anything to do with the other worlds, being added to VS but PLEASE make Doom-Shroom cost more, like 300 Sun or more.TheBiggestKW28 days agoSeasoned Hotshot73Views1like3Comments
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