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Dear Development Team of Plants vs. Zombies Replanted:
Due to word count limitations, Chapter 1 cannot temporarily accommodate all feedback—this chapter contains the content of Chapter 2. 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! Thank you for being willing to listen to players’ genuine thoughts on Plants vs. Zombies: Replanted. We fully understand that the original Plants vs. Zombies (PvZ), as a classic IP carrying countless players’ youthful memories, owes its irreplaceable and precious status in every player’s heart to its "authentic" core gameplay, nostalgic atmosphere, and operational feel. This essence must be firmly guarded and must not be diminished by any adjustments. However, we also need to be honest: based solely on the currently revealed screenshots, this remade work falls significantly short of the expectations of many players, including myself. A mere copy-paste approach is an extremely risky path! For the true value of a "remake" has never been "blind replication"; instead, it lies in injecting new vitality into the classic IP through continuous innovation—while firmly upholding the foundation of "authenticity"—and accurately striking a balance between tradition and innovation. The core issue at hand is the severe lack of freshness in the current content. The key to solving this problem, precisely, is to add new plants, new zombies, and more new elements on the basis of preserving the original game’s classic framework, allowing "nostalgia" and "surprise" to coexist harmoniously at this balance point. For a classic IP like Plants vs. Zombies, a "remake" is by no means "blind replication." Its core value lies in: while retaining the original’s "classic foundation" (such as core gameplay logic and nostalgic atmosphere), revitalizing the classic IP through innovation. We are not opposed to "authenticity"; on the contrary, we eagerly hope that "the unique plants from the original version can be presented in their original card form"—that is, preserving the classic design, attributes, and operational feel of the original plants’ cards, while adding new plant slots through a brand-new format. This way, new content and classic experiences will not interfere with each other: it will satisfy long-time players’ pursuit of pure nostalgia, while also not depriving everyone of the joy of unlocking new plants and exploring new content. However, if the current plan is only to replicate the original without additions—such as new plants (e.g., functional plants adapted to new scenarios), new zombies (e.g., enemies with unique mechanics), or supplementary elements like new scenes and new gameplay modes—it will not only make players who pay for the "remake" feel that "the cost-performance is insufficient" (after all, no one wants to repeatedly pay for old content that is "a new coat with the same core") but also cause the work to lose its differentiated competitiveness, ultimately leading to poor reputation and sluggish sales. Just as "presenting the original version’s unique plants & zombies in their original card form" and "introducing new plants & zombies in additional slot forms" are ways to safeguard the classic, the new plant slots (in a fresh format) are an extension of innovation. A truly excellent remake should, while preserving the classic, let new elements become surprises rather than burdens. It is important to understand that when players look forward to a "remake," they are not only reminiscing about the original’s "authenticity" but also eager to gain new experiences within a familiar framework: it could be tactical innovations brought by new plants, new challenges posed by new zombies, or the sense of immersion from combining new sound effects, new visual details, and new gameplay. This "balance between innovation and nostalgia" is the true meaning of remaking the original—it allows long-time players to rediscover their passion and attracts new players to feel the charm of this classic IP. If your development team is still hesitant about whether to add cross-version exclusive content to Plants vs. Zombies: Replanted, we suggest collecting opinions from all players through a survey. The specific survey plan is as follows: Core Content of the Survey This survey focuses on "whether to add cross-version exclusive content" (integrating exclusive content from other versions with elements of the classic version), including: Plants vs. Zombies: Great Wall Edition features exclusive plants and zombies, such as special defensive plants adapted to the Great Wall scene and enemies with Chinese-style designs. Plants vs. Zombies: Journey to the West Edition includes distinctive characters and mechanics, like zombies modeled after Journey to the West figures and functional plants infused with mythological elements. Plants vs. Zombies: Kingdom Edition has unique gameplay and elements, such as kingdom-themed scenes and new plant abilities that align with the kingdom setting. Plants vs. Zombies: Original Beta 2008 is an internal test version used before the official release. It contained a 6th level, which was removed in the official version. Additionally, unused prototype plants and zombies were also cut, including Propeller Zombie, Cherry Hover-bomb, Stinger, Iceberg Lettuce, and Time Stopper. 【The first three versions mentioned above are all exclusive to China. However, the Kingdom Edition was never officially released. If we could fully recreate the once-unreleased Kingdom Edition, the 6th level from the Original Beta version, and the unused prototype plants and zombies from the Original Beta version, it would make up for the regret of many players from that era!】 Classic plants and zombies from Plants vs. Zombies 2 and Plants vs. Zombies 3 (selecting characters with high player recognition that fit the original game’s gameplay framework). Featured mechanics, new elements, and new zombies from Plants vs. Zombies: Heroes (e.g., skill effects and character designs that can be adapted to the original game’s gameplay). Other original new content, including but not limited to: new scenes (e.g., season-themed levels), new gameplay modes (e.g., limited-time challenges, co-op levels), new sound effects, and visual detail optimizations. Key Guarantee Mechanisms If the survey results support the addition of the aforementioned cross-version exclusive content, the development team must commit to implementing two principles: "presenting the original version’s unique plants & zombies in their original card form" and "introducing new plants & zombies in additional slot forms," and design new plant slots in a fresh format. The specific rules are as follows: All plants and zombies from the original PvZ will retain their original card appearance, attribute values, and usage logic to ensure that long-time players experience no difference in operational feel. Newly added plants and zombies will appear in additional slot forms, and these slots can be given a brand-new background design. New plants and zombies will be categorized and labeled separately in the encyclopedia to clearly distinguish between "original plants" and "newly added plants" (and "original zombies" and "newly added zombies"), making it easy for players to find and manage them. The order of display will prioritize "original slots," with "newly added slots" placed below the original ones. Unlocking and using new plant slots will not affect the experience of original plants. Players can independently choose whether to bring new plants into levels, enabling free switching between "classic gameplay" and "innovative content.” Design of Survey Voting Options The survey will provide two clear options for players to choose based on their needs: Option 1: I support it! Option 2: I oppose! Survey Notes and Explanations Notes: Thank you for purchasing and experiencing Plants vs. Zombies: Replanted! Your vote will directly influence the future content development direction of the game, and every opinion is crucial to the team’s decision-making. It is particularly important to emphasize that the core goal of this survey has always been to achieve a balance between "preserving the original’s authentic experience" and "adding innovative content." Regardless of whether cross-version exclusive content is ultimately added, "not damaging the classic foundation and not diminishing the nostalgic experience" is an unshakable premise. All innovations will be centered around "enhancing the vitality of the classic" rather than deviating from the core charm of the original game. Use of Survey Results: After the survey ends, the development team must publicly release the results and determine whether to proceed with the development of cross-version exclusive content based on the majority of players’ choices. This ensures that the final product not only safeguards the "authenticity" cherished by players but also brings freshness through innovation—truly meeting players’ core demand for a "high-quality remake." Therefore, we earnestly request that the development team prioritize user needs, and take "preserving the original’s authentic experience" and "adding innovative content" as guiding principles throughout the development process. Please focus on considering the addition of new plants, new zombies, and diverse new elements, so that Plants vs. Zombies: Replanted can become a sincere work that is truly "worth looking forward to and worth purchasing." Thank you again for taking the time to read this feedback. We sincerely look forward to seeing optimizations and breakthroughs in the work in the future, and to enjoying a high-quality gaming experience that is "both familiar and fresh"! V. Optimization of Game Operation and Functions Optimization of Rest in Peace Mode Policy In Rest in Peace Mode, the clear record interface should provide an option to "Clear all failed clear records". We don’t want failed clear records to be saved at all! We’re even more afraid they’ll be retained permanently! So we urgently need this option — otherwise, players with obsessive-compulsive tendencies will feel really uncomfortable! In-level Sun Purchase Feature Addition During a level, players are allowed to turn the tide of the battle by purchasing sun through watching ads or using coins. The purchase button will appear as a "plus sign" icon next to the sun value, enabling players to reverse the situation in critical moments. Below is the sun price list: 1st ad watched: Grants 500 sun 2nd ad watched: Grants an additional 700 sun (on top of the 1st ad’s reward) 3rd ad watched: Grants an additional 1,200 sun (on top of the 2nd ad’s reward) 3,000 sun: Costs 1,000 coins 7,000 sun: Costs 2,000 coins 12,000 sun: Costs 3,000 coins "Mallets" Function Optimization During a level, the method to obtain "Mallets" (for turning the tide of battle) is not limited to coin purchases—players can also gain Mallet uses by watching ads. A purchase button in the form of a "plus sign" icon will appear next to the "Mallets" button, allowing players to reverse the situation in critical moments. Additionally, Mallet uses can be acquired in the in-game shop either by watching ads or using coins. Below is the Mallet price list: Each ad watched: Grants 1 Mallet use (players can select the desired Mallet type); a maximum of 10 ads can be watched daily to obtain this reward. Discount rules for bulk Mallet purchases: Purchasing 2 Mallet uses: 15% overall discount Purchasing 3 Mallet uses: 25% overall discount Purchasing 4 Mallet uses: 30% overall discount Purchasing 5 Mallet uses: 40% overall discount Note: There is an inconsistency in the original text (stating both "2 uses = 15% discount" and "2 uses = 50% discount"). If following the original intent strictly, retain the 50% discount for 2 uses and adjust other tiers accordingly to avoid contradictions. When the level is in accelerated mode, the duration of Mallet effects will not be reduced by the acceleration. This ensures the gameplay logic is more reasonable for players when using Mallets during acceleration. When a Mallet is in use, all zombies will remain immobilized, while plants can still attack zombies normally until the Mallet effect ends. Optimization of the functions of each button within the level Press the Space key to pause the level, which will simultaneously trigger the animation display of the Newspaper Zombie. Adjust the "Menu" button in the level to a square "Pause" icon. After pausing the level, change the "Pause" icon to a triangular "Play" icon. Moreover, the "Pause" button & "Play" button should remain usable at all times, regardless of whether the level is in a paused or resumed state. Even when the level is paused, the "Speed Up" button should still be usable at all times. Adjust the position of the "Speed Up" button from the bottom-right corner to the top-right corner. The "Speed Up" button should be placed to the left of the "Pause" icon, and its appearance size should be consistent with that of the "Pause" button & "Play" button. Press and hold the "Speed Up" button in the top-right corner: the button will switch to a 4-speed slider. Drag the slider (without releasing it) to adjust the speed in real time; once released, it will automatically revert to the regular button state. Speed can be adjusted either by pressing the shortcut key or dragging the slider: In the 1x speed state, press the Enter key to switch to 1.5x speed, 2x speed, and so on in a looping sequence. For example: In the 1x speed state, press the number key 2 to switch directly to 1.5x speed; press 5 to jump directly to 2.5x speed; press 1 to revert directly to 1x speed. In Rest Mode: When any zombie moves to the grid in columns 1, 2, 3, or 4, the "Speed Up" button will be immediately disabled and turned off. The "Speed Up" button can only be used again after all zombies within the above range have been completely eliminated. In Normal Mode: When any zombie moves to the grid in columns 1, 2, 3, or 4, the "Speed Up" button will be turned off and restricted to a maximum speed of 1.5x. Only after all zombies within the above range have been completely eliminated can the "Speed Up" button be adjusted to a speed range between 1x and 2.5x. When the "Speed Up" button is pressed, add the same interface animation effects and audio feedback as those in the international version of Plants vs. Zombies 2 to make the level experience more engaging and eliminate monotony. When zombies approach the house, zombies at close range will trigger a red flashing warning visual effect, and at the same time, the "Speed Up" button will automatically adjust to 1x speed, further enhancing the tense atmosphere! In the plant slot selection interface of Survival Mode & Endless Mode, the buttons for "View Lawn", "View Almanac" and "Shop" are no longer single text buttons, but corresponding icon buttons to make them more recognizable: The icon corresponding to the "View Lawn" button is the dynamic eyes of zombies from Plants vs. Zombies 2, and the icon is surrounded by a brown background frame. The icon corresponding to the "View Almanac" button is the almanac itself, with the icon enclosed in a brown background frame. The icon for the "Shop" button is a car key, and the icon is wrapped in a brown background frame. Addition of the "Temporary Obstacle Attack Access" Item The item can be used at any time in any level with obstacles after the first purchase. After use, tombstone-type obstacles can be attacked by plants within 6 minutes. Starting from the 2nd purchase, each purchase extends the "obstacle attackable duration" to 12 minutes based on the current duration. Starting from the 3rd purchase, each purchase extends the "obstacle attackable duration" to 36 minutes based on the current duration. This item can be purchased a maximum of 3 times. "Endless Siege" Plant Mechanic Optimization In levels of the "Endless Siege" type, a large number of sun-producing plants such as various types of Sunflowers and Sun-shrooms can be used as sun sources before clicking "Start Battle". There is no need for any waiting after all plants are planted — once "Start Battle" is activated immediately, all Sunflowers on the battlefield will produce sun right away, while Sun-shrooms will first produce 15 sun and then grow up instantly afterward. This feature is sure to be loved by players and will improve gameplay efficiency! 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! 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.】 Endless Mode Mechanism Adjustments The current plant lineup is automatically saved after the end of each round. Adjust the final level of Endless Mode in each world to Level 200, with a Boss challenge set every 5 levels: Defeating the Boss rewards generous prizes; Clearing regular levels also grants certain rewards; Completing Level 200 unlocks extremely lucrative rewards. This design gives Endless Mode a stronger sense of progression and accomplishment, rather than being a literal "infinite loop." Optimization of the Lawnmower Mechanism: In Endless Mode, if lawnmowers are lost, all missing lawnmowers will be automatically replenished when selecting abilities before the start of a Boss level. Additionally, any lost lawnmowers will be automatically restored every 5 rounds. Optimization of Failure Handling: After a challenge failure, there is no need to start over from the beginning—you can restart from the current level progress you have achieved. Meanwhile, the lineup used at the time of failure will not be saved; the system will automatically load the lineup from the initial stage of that level progress, making the mechanism more reasonable. Clearance Reward: After completing Level 200, extremely generous rewards will be issued, along with a prompt message: "You have completed the final level of this world’s Endless Mode. Well done!" VI. 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. Achievement Function Expansion By completing and activating the corresponding achievements, you can unlock exclusive rewards, adding a stronger sense of ritual to every accomplishment. VII. 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 obtain rewards by adding any paid (monetized) channels; rewards can only be obtained by consuming virtual currency or watching advertisements. Please do not include chlorophyll elements. It is necessary to retain the original gameplay while continuously innovating to strike a balance between the two. The above are some of my suggestions and feedback on Plants vs. Zombies Replanted. 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!AppleDisney21 hours agoRising Traveler156Views2likes0Comments🎃 Flashing Pumpkins: Repair Gets a Glow‑Up (Smarter Repair Timing in Replanted)
I’ve noticed the pumpkin deterioration and repair works differently in Replanted compared to the original Xbox version. You can’t repair until it reaches a certain level of wear, and when it does, hovering over it makes the pumpkin flash whitish to show repair is available. Honestly, I kind of like this change — it took a little adjustment, but it helps avoid repairing too early. 👉 Was this introduced in another PvZ edition and carried into Replanted, or is it brand new here?CortinariusArch3 days agoNew Traveler20Views0likes0CommentsHeads shake when they pop off
Whenever killing a zombie that's not gargantuar the head will come off. One of the new additions in replanted is that the heads have new physics/animations. Though for some reason if you look closely, once a head comes of it shakes. It isn't too noticeable but if you look closely you could spot the quaking heads. This has been bothering me for a while so I really hope it gets fixed in a future patch, thanks for reading!gpaack5 days agoSeasoned Rookie26Views1like0CommentsJalapeno and cherry bomb sometimes break
Now, something to note is that I think this bug only happens when a lot is going on as I've ever seen it appear during conveyer belt levels or in survival endless. Though if anyone knows of it happening sometime else please say as this is just a theory as to why this glitch occurs. Anyways when using the jalapeno or cherry bomb on the levels I mentioned I notice that they would freeze on their last two animation frames and be stuck there. Their effect would still work (though maybe sometimes it won't?). Zombies can eat them and you cant place on that tile unless you dig them up. This is a pretty annoying glitch, though I can imagine it being exploited as I don't think the zombies can actually finish eating it. This is one of the most obvious glitches and stands out a lot, so if this were to be fixed I feel it would make replanted a much better game, thank you for reading.gpaack6 days agoSeasoned Rookie23Views0likes0CommentsJack-in-the-box zombies audio not playing
While playing survival endless one of my biggest fears were the jack-in-the-box zombie, as if i get bad RNG he may blow up extremely early and destroy some of my plants. One of the main features of this zombie is to play a little tune as he winds up his box, this is a vital mechanic as if he is blocked by other zombies as he often is in survival endless or in the fog you would have no other way of knowing he is there. Now, I've only experienced this glitch in survival endless but sometimes the audio does not play. I'm assuming that this is because there's a limit to the amount of audios playing at once, since that's usually why audios don't play in video games. While this is just speculation and I don't really know why, but it's still and issue and I would appreciate if this gets fixed, thank you.gpaack6 days agoSeasoned Rookie18Views1like0CommentsBug with certain plants in PvZ: Replanted
I noticed that since the latest patch there is a glitch where plants doesn't work properly after you've placed them. Some examples of these include: Cherry Bomb Fume and Gloom Shroom Jalapeno I had my 50 flag Survival Endless streak ruined due to this, since about 1/6 of all my plants stopped working. Please fix this ASAP.Addenatoor2116 days agoRising Newcomer19Views1like0CommentsInstant plants not working well
Some instant plants (Like cherry bomb and jalapeno) stand at their idle animation after usage, instead of disappearing. When I was playing Level 3-10, I planted a jalapeno at the pool, and, instead of taking the row down and disappearing, it made the damage and stayed in there. Although it was not clearing the pool line anymore, the game still detected it was there (Like, zombies could eat it infinetely, and I could take it off with a shovel). It did not went off, so I had to take it off the pool with a shovel. Although a -possible- solution is there, I find uncommon that it does not goes. (ON PS5 PRO, LAST UPDATE AT THE DATE)21Views1like0CommentsPLEASE fix multiplayer mode 🙏
Multiplayer is bugged. When I first tried to play it, I, the one hosting, was player 1 while the person I was playing with was player 2. For some reason no matter who used keyboard and mouse or who used controller it just didn't read any of player 2's inputs. The only solution I've found is for the host to be player 2. Not sure if any of what I'm about to say matters at all but I've only tested the solution with the host using controller and the other person using keyboard and mouse, also I've only played the multiplayer using Steam Remote Play. The only way to set yourself as player 2 through remote play is to use a controller. My friend wants to play multiplayer mode on his copy of the game but since he doesn't have a controller we can't. I remember finding a Steam post with someone reporting this issue, a response had the exact same solution, which is where i got it from. I can't find it anymore though. I, along with many other would greatly appreciate if this was fixed. So please fix this bug, thank you.gpaack10 days agoSeasoned Rookie31Views3likes0CommentsSwitch Version Doesn't Like Airplane Mode
I discovered something about the Switch version of Replanted. It does not like the system being on airplane mode. The game literally has no online gameplay features, what does it even need to be online for? Thankfully, you can just click past both dialogue boxes and play it normally, but.... Why does this even happen at all? Isn't the point of the Switch to play it literally anywhere, including offline? I don't have a Switch 2, and patch 1.4.0 hasn't been sent out yet, but..... Why? Just, why?Zer0Studioz10 days agoNew Rookie31Views2likes0CommentsPlease fix the enlightened acheivment
I feel as this achievement is almost impossible to get and it very frustrating having to farm levels for potted plants just not to get the one I need for reference all I need from the daytime plants is snow pea which is a 1 in 8 chance that I will actually get him I stayed up 3 nights just trying to get snow pea and I opened well over 30+ gifts just to keep getting repeats it feels as if I will never get the achievement because it is all random rng and I'm tired of trying to help with this trophies I suggest you add the potted plant presents from crazy Dave's in the mobile version because they helped greatly for the achievement on the mobile version because without them on the console version etc it feels literally impossibleyad1ell12 days agoNew Adventurer50Views3likes0CommentsFix PvZ:Replanted (PvZ: Threeplanted)
Since y'all clankers upscale with AI, the "We can confirm that we're not using AI" post was true about generative AI, but really "clickbait-y" about upscaling AI (not you pvz fans ofc). Introducing... PVZ: THREEPLANTED! Why Threeplanted? BECAUSE I'M CRAZY! (note:crazy dave typed this) 1.-New Worlds: Moon (roof night), Forest, Sea, Snow and Lab. Very creative choices, not? 2.-New Plants: Cantaloupe-Pult (lobs heavy cantaloupes that light up the space and stun [spoiler alert] vampire zombies), Bonk Choy (kernel-pult plus melon-pult's splash damage) Pepper-Pult (same as bonk choy), Cob of the Everest (lobs frozen corn kernels and had a 25% of lobbing frozen butter that can paralyse zombies for 10 seconds), Iceberg Lettuce (winter melon minus the splash damage),Fire Pults (all pults plus torchwood's damage boost), Bravery-Shroom (tall-nut plus scaredy-shroom's projectiles), Three-Puffer (puff-shroom that shoots in 3 lanes at a time), Allergy-Shroom (defeats zombies when they bite more than 3 times)and Fume-Hypno-Shroom (blows fumes that hypnotise one zombie and doesn't blow fumes until the zombie dies) in world 6, for example. 3.-Bringing Back Original Stuff: Rich Werner, Dynamic Audio, Better Vs Mode, NO Bugs, etc.xllfi3mwurki17 days agoNewcomer19Views0likes0CommentsQuickplay
When looking online for info it keeps saying that all versions of PVZ Replanted have quickplay mode after beating adventure mode. Yet I've beat adventure, adventure+, and RIP adventure and I have no quickplay option which means having to play the adventure+ till I get back to the roof so I have access to all the levels for these last achievements. Can anyone tell me if we don't actually have quickplay or if we do how do you access it?21Views1like0CommentsFeature/Bug Backlog
Is there a backlog where we can post feature requests or bugs? Would be better than parsing thru individual posts. We could then provide feedback on relative importance of each, etc. Would also allow folks to see a make-shift timeline of what is being worked on. Just a thought. Sorry, it's the software developer in me! :)CortinariusArch20 days agoNew Traveler23Views0likes0CommentsOff-grid cursor movement
Considering the recent accessibility features added to Replanted (like the high contrast mode and the half-speed option) could there ever be an option to allow for cursor movement on controller that isn't alligned to a grid? This would be very helpful in the Zen Garden as it takes longer to water plants using the golden watering can than with mouse and keyboard (with you only being able to water 4 plants at a time due to it being alligned to a grid), especially in the mushroom garden.Firepeamain276320 days agoRising Novice16Views0likes0CommentsQuestion about Stinky
Hi everyone, Maybe this has already been reported and I truly don’t know even if it is working as intended so sorry if this has been answered before. IIRC on the PS3 version and the iOS version Stinky continued to grab the Garden coins even after I left the screen but this is not happening on the PS5 version of Replanted. Is this a bug or this feature was removed? Thanks in advance.InGameBrother20 days agoSeasoned Newcomer33Views0likes0Comments
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