Forum Discussion
- Expanded Crossovers with Third‑Party IPs & Cultural Organizations
Following the proven crossover framework from PvZ 2 Chinese Server, roll out cross‑brand collaborations with third‑party IPs and cultural‑tourism institutions. Add crossover‑exclusive plants, character skins, levels and limited‑time events to diversify game content, mitigate gameplay repetitiveness, drive player engagement, sustain IP momentum and strengthen the unique identity and competitiveness of the Chinese Server.
【Reference: established crossover system of Plants vs. Zombies 2 Chinese Server】
- Addition of Characters from Other Official Titles
We recognize that the original Plants vs. Zombies already featured interactive character scenes with the player. Early segments only included Crazy Dave interacting with the player. Later, Penny and Dr. Zomboss joined these exchanges alongside Crazy Dave and the player. Group interactions featuring Green Shadow, Solar Flare, Wall‑Knight, Sunflower, Peashooter, Wall‑nut and other characters were then added, playing right before a level begins! This also covers exclusive protagonists Nate Timely and Patrice Blazing from Plants vs. Zombies 3: Welcome to Zomburbia, alongside other canon official characters with innovative gameplay mechanics.
We hope all these exclusive characters can be ported to this build to deepen tower‑defense strategy and enjoyment, with full compatibility for all competitive events. This will draw more players to the Plants vs. Zombies 2 Chinese Server, keep the franchise legacy alive, and boost the game’s long‑term appeal and competitiveness.
【Reference: Plants vs. Zombies 2 International & Plants vs. Zombies 3: Welcome to Zomburbia】
- Add Cinematic Story Cutscenes
The latest Moon Base chapter in PvZ 2 Chinese Server uses comic‑style panels to depict the plants’ defeat of Dr. Zomboss. We suggest replacing these with dynamic animated cutscenes paired with high‑energy background music for deeper story immersion.
【Reference: Plants vs. Zombies 3: Welcome to Zomburbia】
- Introduction of In-Game Menu Preference Settings and Next Wave Button
When players tap the Pause button during a level, the in-game preference settings menu will pop up. The available options include Single-Run Auto Next Wave, Full-Run Auto Next Wave, Skip Result Animations,Skip Speed-Up Flash Effects, and Off-Screen Zombie Acceleration.
The Next Wave button features an exclusive custom visual design. It displays a cheerful, grinning basic zombie head with slightly upturned eyes, set against a semi-transparent pure white background. The button adopts an octagonal shape with a liquid glass texture. A non-linear countdown progress bar runs along the octagonal border; once the progress bar finishes counting down, the next zombie wave is triggered automatically, delivering a more striking, vivid and intuitive visual experience.
By quickly tapping or long-pressing the Next Wave button while plants activate theirPlant Food abilities, players can efficiently eliminate large numbers of zombies both on and off-screen. The interface also displays the number of refreshed waves in real time. This mechanism eliminates the tedious repetitive tapping required in traditional gameplay and reduces operational fatigue, allowing for faster level completion. It provides players with an exciting gaming experience and a strong sense of accomplishment. Officially verified as a legitimate native gameplay mechanic, it does not disrupt game balance. Since its launch, this feature has received widespread praise and high recognition from Chinese players.
The Auto Next Wave feature fully adapts to the game’s fast-clear system. Detailed sub-settings are placed directly below the main toggle, with specific rules as follows:
Single-Run Auto Next Wave: Players only need to manually trigger the first Next Wave button at the start of the level and tap Next Wave before each flag wave to activate the staged fast-clear system.
Full-Run Auto Next Wave: When enabled, the manual Next Wave button will no longer appear throughout the level. The system automatically refreshes all zombie waves for the entire stage, enabling an extreme fast-clear gameplay experience.
If players prefer not to use fast-clear mechanics including quick taps, long presses, single-run auto refresh and full-run auto refresh to eliminate massive zombies during Plant Food activation, they can disable the Fast-Clear System option in the pause menu. This restores the original casual tower-defense experience and preserves the core gameplay essence.
This mechanic greatly enhances gameplay fun and strategic diversity. Therefore, it is highly recommended to introduce this exclusive feature set to Plants vs. Zombies 2 International Version. The addition of these functions will bring brand-new gameplay enjoyment to international players, improve overall game attractiveness and global player activity, and further enrich the diversified in-game ecosystem of Plants vs. Zombies 2.
Skip Result Animations: After collecting all level rewards upon stage completion, the system automatically skips all ending animations, including lawnmower coin conversion, coin pickup and other closing sequences, enabling instant level settlement.
Skip Speed-Up Flash Effects: Tapping the speed-up button in-level removes harsh flash visual effects while retaining the original speed-up sound effects. This eliminates unnecessary visual distractions and optimizes long-session gaming experience.
Off-Screen Zombie Acceleration: This feature increases the movement speed of off-screen incoming zombies, shortens their entry waiting time, further reduces level completion duration and assists players with fast clears.
【This exclusive mechanic originates from the official fast-clear system of Plants vs. Zombies 2 Chinese Version. It serves as a core mainstream method for players to maintain high rankings and obtain rewards in competitive leaderboard modes such as Endless Challenge, Z-League, and Penny’s Pursuit. Officially confirmed, this fast-clear system is a built-in native game mechanic that requires no third-party tools such as cheats or auto-clickers. It is fully compliant and does not impair game balance. Players may refer to the attached demonstration video for further clarification on the mechanism.】
- Chinese Version Exclusive Feature: Relics
In the Chinese Version of Plants vs. Zombies 2, the Relics system provides abundant tactical choices and greatly changes battlefield situations. Higher-level Relics deliver more powerful effects. We suggest adding the Relics system to the International Version.
- All Level Mechanic Optimizations & Feature Expansions
In Pick Your Own Plants levels and Use Selected Plants levels, Twin Sunflower and Primal Wall-nut? No, correct terms: Twin Sunflower and Gold Bloom can be used instantly with no cooldown at the start of the level, just like Sun-shroom and Sunflower.
In Endless Toughness levels, players may plant plenty of sun-producing plants (e.g. Sun-shroom, Gold Bloom, Sunflower, Sun Sage) and Power Lily for sun and Plant Food before tapping Start Battle. After starting the battle: planted Gold Bloom will generate massive sun instantly; Sun-shroom, Sunflower and Twin Sunflower will produce sun right away. Sun-shroom will fully mature immediately after generating sun with no waiting time. Power Lilies will generate Plant Food, and there is no planting limit for Power Lily. (This feature is well-received by numerous players of the Chinese server.)
Gold-tier plants raised in the Zen Garden have exclusive effects when placed in Endless Toughness levels, triggering their Plant Food abilities under the following three scenarios:
Pre-set plants cast their Plant Food abilities automatically before Start Battle to clear obstacles.
Pre-set plants unleash their Plant Food abilities instantly right after Start Battle, clearing obstacles and the first wave of incoming zombies for fast farming. These plants are surrounded by a silver aura before the battle starts, and the aura fades once the ability is activated.
Pre-set plants can be manually activated by tapping them at the optimal timing after Start Battle to clear sudden obstacles and incoming zombies for fast farming, without consuming any Plant Food. These plants are surrounded by a golden aura before the battle starts, and the aura fades once the ability is activated.
- Mechanic Optimization for Penny's Pursuit
Batteries consumed during a run in Penny's Pursuit will not be deducted even if the player fails the level.
If players lose in any Penny's Pursuit Boss level, they can retry the stage without losing access to the Boss challenge. This adjustment makes the overall mechanics more reasonable.
- Resource Collection Method Expansion
It is suggested that the following functions can be independently toggled on or off, just like the "Speed Up" button is unconditionally available to free users:
Regular sun can be automatically collected before landing, i.e., immediately when it appears, without waiting for it to fall to the ground.
Explosive sun in the Future world will be collected instantly the moment it lands.
Automatic collection of Plant Food.
Automatic collection of virtual currencies such as coins, silver coins, diamonds, and plant fragments.
- Addition of Limited-time Secret Realm & Stalemate Escape
The global version focuses on time travel and diverse levels. You can refer to the logic of Time-space Secret Realm and Stalemate Escape, and add suitable limited-time and permanent secret realms.
The permanent secret realms can refer to the model of Company Z in the Chinese version, designing exclusive mechanics combined with various time-spaces, matched with plant upgrade materials.
Limited-time secret realms draw on the thematic design of Fairy Tale Secret Realm and Time-space Secret Realm in the Chinese version to launch various themes, control the cycle and task volume, and fit the plant energy system of the global version.
Learn from the interesting mechanics of other secret realms and Stalemate Escape in the Chinese version to make the gameplay deeply adapted and boost player activity.
We suggest that all plants in future updates should be accessible through free-to-play means, such as completing in-game quests or purchasing them with virtual currency.
- Launch of the "2v2 Showdown" Game Mode in the “Arena"
A brand-new game mode named "2v2 Showdown" is added to the "Arena". Centered on strategic gameplay of two-way offense and defense, the "2v2 Showdown" coexists with the Arena’s existing traditional faction-based confrontation mode. The two modes are equipped with separate entrances to avoid player confusion.
Battle Objectives
Two players each deploy their plant defense lines and can simultaneously send zombies to the opponent’s territory. The first player to break through the opponent’s fixed 20-point core defense line wins the match. If no winner is determined within 15 minutes, the match is declared a draw.
Sun Mechanic
Sunlight is independently owned by each player. In this mode, Sunflowers adopt an automatic charging mechanic similar to that in Plants vs. Zombies 3 (Old Beta), and their levels can be upgraded by consuming sunlight. The specific rules are as follows:
Lv. 0: Initial sunlight of 650 points; automatically regenerates 100 points of sunlight every 10 seconds; upgrade costs 300 points of sunlight.
Lv. 1: Automatically regenerates 200 points of sunlight every 10 seconds; upgrade costs 500 points of sunlight.
Lv. 2: Automatically regenerates 300 points of sunlight every 10 seconds; upgrade costs 1,000 points of sunlight.
Lv. 3: Automatically regenerates 400 points of sunlight every 10 seconds; upgrade costs 2,400 points of sunlight.
Lv. 4: Automatically regenerates 500 points of sunlight every 10 seconds; upgrade costs 3,000 points of sunlight.
Lv. 5: Automatically regenerates 700 points of sunlight every 10 seconds; upgrade costs 4,000 points of sunlight.
Lv. 6 (Max Level): Automatically regenerates 1,200 points of sunlight every 10 seconds; no further upgrades required.
Both planting plants and spawning zombies consume sunlight, so players must balance the costs of both sides. For example: Planting one Tall-nut costs 125 points of sunlight, while spawning one Gargantuar costs 300 points of sunlight.
Plant Enhancement Rules:
Unplanted plants in the item slots, as well as all planted plants on the field corresponding to their slots, can be enhanced and upgraded. A single enhancement effect can be stacked up to 2 times, and the slot level can also be increased. The specific enhancement options are as follows:
Cost: 500 points of sunlight: Reduces the cooldown time of the corresponding plant slot and all plants of that type on the field by 20%.
Cost: 500 points of sunlight: Increases the attack speed of the corresponding plant slot and all plants of that type on the field by 20%
(animation playback speed remains unchanged).
Cost: 500 points of sunlight: Increases the health points of the corresponding plant slot and all plants of that type on the field by 30%.
Cost: 500 points of sunlight: Offensive plants gain bonus effects such as "Knockback", "Stun", and "Venom" (animation playback speed remains unchanged).
Level Upgrade Path
Consume 500 points of sunlight to upgrade from Level 1 to Level 3;
Consume 1,000 points of sunlight to upgrade from Level 3 to Level 6;
Consume 2,000 points of sunlight to upgrade from Level 6 to Level 10;
Consume 200 points of sunlight to upgrade from Level 10 to Mastery 200.
Consuming Plant Food can trigger a plant’s ultimate ability.
Zombie Enhancement Rules
Enhancement Options:
Consume 500 Brains to separately increase cooldown reduction by 20%, attack speed by 20% (animation remains unchanged), and health points by 30%. All zombies can additionally gain bonuses such as "Attack Speed Boost", "Health Increase", and "Control Immunity". A single enhancement can be stacked up to 2 times, and the slot level can be upgraded up to 3 times.
Obstacle Traps: Players can deploy Spike Traps and Slow Mucus to interfere with the opponent.
Level Upgrade Path:
Consume 500 Brains to upgrade zombies from Level 1 to Level 3;
Consume 1,000 Brains to upgrade from Level 3 to Level 6;
Consume 2,000 Brains to upgrade from Level 6 to Level 10;
Consume 200 Brains to upgrade from Level 10 to Mastery 200.
In addition, consuming an item similar to Plant Food can trigger a zombie’s ultimate ability.
Matching & Social Features
Matching Methods: Supports two modes—"Create Room" (with room code/privacy settings) and "Quick Match”.
Social System: Text chat is available in the game room.
Reconnection Mechanism: If a player disconnects, they are given a 30-second reconnection window. Failure to reconnect within the time limit results in a loss. The winning player receives full rewards, while the losing player does not lose any items or rank points.
Reference Version: Plants vs. Zombies 2 (Chinese Server). It is expected that this mode will simultaneously implement online multiplayer and friend-adding functions. If there are any questions about the gameplay description, please refer to the attached video. Note that this feedback content slightly differs from the video details.
- Launch of the "1v1 Duel" Game Mode in the "Arena"
The "1v1 Duel" mode has been upgraded with new content, breaking the inherent limitation of "plants only being able to fight against zombies". Three core confrontation dimensions—"Plant vs. Plant", "Zombie vs. Zombie", and "Plant vs. Zombie"—are added to enrich battle strategies and gameplay diversity.
Plant vs. Plant Confrontation Dimension
Core Mechanic
Two players both control the plant faction, engaging in battles centered around "competing for core battlefield resource points" and "destroying 2–5 of the opponent’s defense lines". The number of defense lines can be freely customized by both players, and they must agree on the same number of defense lines for victory judgment.
Plant Roles & Gameplay
Plant lineups are categorized into three types: Offensive, Defensive, and Functional.
Offensive Plants (e.g., Peashooter, Kernel-pult): Responsible for breaking through the opponent’s defense lines.
Defensive Plants (e.g., Tall-nut, Pumpkin): Responsible for protecting the player’s own lineup and defense lines.
Functional Plants (e.g., Magnet-shroom, Coffee Bean): Responsible for interfering with the opponent’s operations and enhancing the player’s own lineup.
Resource & Enhancement Rules
Sun Mechanic
Sunlight is independently allocated to each player. Players can choose between two options: "Plant Sunflowers to boost sunlight production" or "Adopt the Sunflower automatic charging mechanic from Plants vs. Zombies 3 (Old Beta)".
Random Bonuses
Bonus items (e.g., temporary attack speed boost, double sunlight production, slot cooldown reduction) randomly spawn on the battlefield. Players can obtain these bonuses either by competing for them or consuming extra sunlight. Bonus effects cannot be stacked.
Level Upgrade Path
Consume 500 points of sunlight to upgrade from Level 1 to Level 3; consume another 1,000 points of sunlight to upgrade from Level 3 to Level 6; consume an additional 2,000 points of sunlight to upgrade from Level 6 to Level 10; consume a final 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consume Plant Food to unleash a plant’s ultimate ability.
Zombie vs. Zombie Confrontation Dimension
Core Mechanic
Two players both control the zombie faction, with head-on confrontation as the core gameplay. Each player selects a combination of zombies from different factions, and the first player to get their zombies to reach the opponent’s base endpoint wins the match.
Resource & Enhancement Rules
Brain Mechanic
Brains are independently allocated to each player. Players can choose between two options: "Plant Gravestones to boost brain production" or "Adopt the Sunflower automatic charging mechanic from Plants vs. Zombies 3 (Old Beta)".
Random Bonuses
Bonus items randomly spawn on the battlefield. Players can obtain these bonuses either by competing for them or consuming extra brains. Bonus effects include "movement speed boost", "health increase", "control immunity", etc., and cannot be stacked.
Obstacle Traps
Players can deploy obstacle traps such as Spikes and Slow Mucus in the opponent’s base. The opponent must flexibly adjust their zombies’ movement routes to avoid these hazards.
Level Upgrade Path
Consume 500 Brains to upgrade from Level 1 to Level 3; consume another 1,000 Brains to upgrade from Level 3 to Level 6; consume a final 2,000 Brains to upgrade from Level 6 to Level 10. Consume items similar to Plant Food to unleash a zombie’s ultimate ability.
Plant vs. Zombie Confrontation Dimension
Core Mechanic
Player A (Plant Side): Controls the plant faction, with objectives of "competing for core resource points + destroying 3 of the opponent’s defense lines”.
Player B (Zombie Side): Controls the zombie faction, with the objective of "getting zombies to reach the opponent’s base endpoint first".
Rules for Player A (Plant Side)
Plant Roles: Follows the three-category system (Offensive, Defensive, Functional) with clear division of responsibilities.
Sun Mechanic: Two-option mode (Plant Sunflowers / Automatic Charging Mechanic).
Random Bonuses: Bonuses can be obtained by competing or consuming sunlight (effects cannot be stacked).
Enhancement & Upgrade:
Enhancement Options: Consume 500 points of sunlight to separately gain 20% cooldown reduction, 20% attack speed boost (animation speed unchanged), and 15% health increase. Offensive plants can additionally gain bonuses like "knockback/stun/venom". Each enhancement can be stacked up to 3 times, and slot levels can be upgraded up to 3 tiers.
Level Upgrade Path: Consume 500 points of sunlight to upgrade from Level 1 to Level 3; consume another 1,000 points of sunlight to upgrade from Level 3 to Level 6; consume an additional 2,000 points of sunlight to upgrade from Level 6 to Level 10; consume a final 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consume Plant Food to unleash a plant’s ultimate ability.
Rules for Player B (Zombie Side)
Brain Mechanic: Two-option mode (Plant Gravestones / Automatic Charging Mechanic).
Random Bonuses: Bonuses can be obtained by competing or consuming Brains (effects cannot be stacked).
Enhancement Options: Consume 500 Brains to separately gain 20% cooldown reduction, 20% attack speed boost (animation speed unchanged), and 30% health increase. All zombies can additionally gain bonuses like "attack speed boost/health increase/control immunity". Each enhancement can be stacked up to 3 times, and slot levels can be upgraded up to 3 tiers.
Obstacle Traps: Can deploy Spikes and Slow Mucus to interfere with the opponent.
Level Upgrade Path: Consume 500 Brains to upgrade from Level 1 to Level 3; consume another 1,000 Brains to upgrade from Level 3 to Level 6; consume a final 2,000 Brains to upgrade from Level 6 to Level 10. Consume items similar to Plant Food to unleash a zombie’s ultimate ability.
Additional Settings
New Unique Terrains: Two unique terrains—Roof Terrain and Right-side Sea Level Terrain—can be added. Exclusive plant slot configurations are required for these two terrains, expanding the number of plant slots to 8. Among them, the Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default. Neither Flower Pots nor Lily Pads occupy slot positions.
Mode Entrances: The three confrontation dimensions can be set as independent battle entrances, or unlocked as advanced gameplay of the original "1v1 Duel" mode.
New Terrains: Add Roof Terrain and Right-side Sea Level Terrain, with exclusive 8-slot plant configurations for both. The Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default, with neither occupying slot positions.
Ranks & Rewards: An exclusive ranking system and reward mechanism are added to enhance the gameplay’s replayability and competitiveness.Matching & Social Features: Follows the same rules as the "2v2 Duel" mode, supporting room creation/quick match (rank difference within ±1 tier), friend system, text chat (with sensitive word filtering), and disconnection reconnection mechanism.
- Co-op Mode Expansion
Introduce the Co-op Mode from the Reborn Edition, breaking the limitation of only local multiplayer. Add online matchmaking function, allowing players to team up with teammates via the internet to complete co-op levels. Players can send friend requests to co-op teammates, and then team up to participate in 1v1, 2v2 offensive and defensive battles, existing versus modes and various upcoming online co-op challenges.
- Addition of Attribute-Bearing Full-Body Plant Costumes, Super Costumes, Regular Charms, Super Charms and Workshop System Elements
Equipping a plant with a full set of exclusive costumes will activate unique bonus attributes for the corresponding plant. Super Charms feature exclusive in-battle visual effects and can be upgraded. The higher the Charm rank, the stronger the practical combat effects.
Detailed costume effects are listed below:
Nightshade Growth Pack Costume: After activating its Plant Food ability, Nightshade recalls the last wave of its projectiles. The recalled projectiles will deal additional damage to any zombies they touch. This costume also reduces plant cooldown by 20% and increases attack speed by 15%.
Sunflower Super Costume: This costume shrinks Sunflower into a mini-sized appearance and boosts its sun production rate by 30%.
Grave Buster Super Costume: This costume restores Grave Buster’s classic original appearance. After successfully consuming a tombstone, Grave Buster produces 50 sun and has a 50% chance to generate an additional coin.
Detailed effects of Regular Charms are listed below:
Rubber Duck Float Charm: Allows the equipped plant to be placed directly on water tiles.
Speed Planter Charm: Reduces the planting cooldown of the equipped plant by 30%.
Energy Saver Charm: Reduces the sun cost of planting the equipped plant by 10 sun.
Hourglass Charm: Grants a 10% chance to fully reset the equipped plant’s planting cooldown, and additionally reduces planting cooldown by 10%.
The game development team will continue to launch new attribute-boosting plant charms in future updates to further enrich tactical diversity and overall gameplay depth.
Detailed effects of Super Charms are listed below:
Hourglass Super Charm (Max Rank 5): At Rank 5, it gains a 25% chance to fully reset the plant’s planting cooldown, increases cooldown reduction to 25%, and refunds 16% of the sun cost upon planting.
Purple Glove Super Charm: When Plant Food is used on a plant equipped with this charm, the plant generates a large amount of extra Plant Food. This is an extremely rare premium charm that delivers an outstanding fast-clear gaming experience. Its combat bonuses become overwhelmingly powerful when upgraded to Rank 5.
The Workshop System provides universal attribute bonuses for all plants. Its complete gameplay and mechanics will be introduced in subsequent content.
【The Workshop System is referenced from the Chinese Version of Plants vs. Zombies 3; all other exclusive mechanics are referenced from the Chinese Version of Plants vs. Zombies 2】
- Newly Added "Creative Courtyard" Game Mode
The "Creative Courtyard" is a highly flexible game mode for custom level creation and sharing. It supports the creation of multiple level types, including "I, Zombie", "Conveyor Belt", "Card Slot Selection", "Boss Challenge", and "Jar Smashing". Players can link their self-created levels to the terrain style of any world, and also deeply customize scene elements: these include adding mold, tiles, Chlorophyll Tiles, movable minecarts, bounce boards to grids, as well as zombie-enhancing potions, exclusive giant metal ball mechanisms from Lost City, mechanisms that clear flames in a row, and ice floes and slider tiles that change zombies' movement paths. There is no limit on the number of these scene elements that can be placed.
In addition, players can customize the tiers of plants and zombies, set special zombies that carry Chlorophyll, and add level events such as sandstorms. A player must clear their self-created level by themselves before they can publish it for other users to play; when other users play the level for at least 30 seconds, they can automatically receive Gameplay Coins, and failing the level does not affect the acquisition of this reward.
【This feature can refer to the Chinese server of Plants vs. Zombies 2】
- Gameplay Expansion: Blowing Away Unlanded Zombies
When Bonk Choy or Kiwibeast activates their ultimate move (at the moment they jump up and before they land), immediately use Hurrikale or Blover at the position where the zombies are knocked into the air. If timed correctly, the zombies will be blown away directly. You can also first gather zombies into specific lanes (e.g., Lanes 2 and 4) using plants like Sweet Potato and Pineapple, then use this combination on the gathered zombie group.
- Plant Slot Expansion and Categorization
Currently, the maximum number of plant slots is 9, which is still insufficient for some players. It is recommended to unlock an upgrade that allows purchasing a 10th plant slot.
- Mechanism for obtaining Lawn Mowers by watching advertisements
After the user finishes watching the advertisement for the supply Lawn Mower, the Lawn Mower for the corresponding row will be replenished and placed back in its original position in that row. This ensures that the Lawn Mower is only activated when a zombie comes into contact with it, rather than being activated directly in the row.
- Return of the Classic "I, Zombie" Mode
The classic gameplay "I, Zombie" makes a grand return, with the following adjustments to game content:
The victory condition is no longer collecting all brains; instead, it is changed to eliminating all plants. Destroying 1 plant grants 150 sun points. This rule applies to all plants—even if a Puff-Shroom disappears after expiring, you will still receive 150 sun points.
Zombies can gain special abilities similar to the "Plant Food effect" for plants:
Zombot Football Zombie will throw a football to destroy plants, dealing massive damage to nut-type plants;
Gargantuar Prime will not only upgrade to the classic Red-Eyed Zombot Giant but also have an increased laser firing frequency.
- Return of the Classic "Wall-nut Bowling" Mode
It is recommended to bring the classic mini-game "Wall-nut Bowling" to the second installment. The types of bowling "balls" should not be limited to Giant Wall-nuts, regular Wall-nuts, and Explode-O-Nuts, but should also include the following:
Primal Wall-nut: Rolls straight through the entire lane, deals damage to 2 zombies, then immediately splits into 2 small Primal Wall-nuts. These split nuts move in 2 directions, dealing damage to targets in other lanes.
Jackfruit (China-exclusive Plant): Rolls straight through every zombie in the lane, leaving Jackfruit pulp behind each zombie. Zombies will have their movement delayed as they feed on the Jackfruit pulp.
Frosted White Hair Peach (China-exclusive Plant): Function unknown.
Gluttonous Dragon Grass (China-exclusive Plant): Function unknown.
It is recommended that the international version development team create entirely new types of bowling "balls".
【If you don't quite understand the content of the description, you can refer to the attached video!】
- Introduction of the "Traitor Plant" Mode
A "Traitor Plant" refers to a villainous plant placed on specific grid cells, usually with high health. After eliminating a Traitor Plant, you not only get a reward of twice the sun cost of that plant but also can plant your own plant in its original position. Examples include:
Traitor Peashooter: Attacks your own plant team;
Traitor Squash: Crushes your own plants and deals damage;
Traitor Sunflower: Deducts the sun you have already collected, but eliminating it will refund all the deducted sun.
More innovative dynamic visual designs: Running, flying, being knocked into the air, opening/closing eyes, and a variety of real-time changing expressions. Character animations should not be limited to swaying back and forth.
- Introduction of the "Element 1+1" Mode
The so-called "Element 1+1" is a unique plant fusion gameplay. Its core mechanism is to fuse two plants with the same element tag to create a new plant with an entirely new appearance and skills.
Plants in the game have different element attributes, such as Frost, Fire, Electric Shock, Venom, etc. Only plants with the same element can be fused.
For example: Fusing Melon-pult and Jalapeno creates a Fire Melon-pult. Not only does its appearance change, but its attack method is also significantly enhanced!
Another example: Fusing Cherry Bomb and Wall-nut creates an Explode-O-Nut. Not only does its appearance change, but it also adds an explosion effect when destroyed on top of the original nut’s defensive function. Additionally, the Explode-O-Nut triggers an explosion effect when synthesized, and also triggers an explosion effect when shoveled up!
A third example: Fusing E.M.Peach and Wall-nut creates an Infi-nut. Not only does its appearance change, but it also adds an automatic healing effect when gnawed on top of the original nut’s defensive function. Additionally, the Infi-nut automatically regenerates after being gnawed!
A fourth example: Combining Peashooter and Chomper creates a Snap Pea. Not only does its appearance change, but it also introduces new modifications to the original Chomper’s devouring function. Additionally, large zombies can be damaged by the zombie’s head & peas...
Let’s add the brand-new mini-game "Element 1+1" mode! These powerful combinations will make zombies tremble with fear 👻!
- Optimization of Seed Packet Acquisition
Once a plant has reached its maximum tier, you will no longer obtain duplicate seed packets for that max-tier plant.
Even if a plant has not reached its maximum tier, if the number of its seed packets is already sufficient to max out the plant, you will no longer obtain duplicate seed packets for that plant.
- Mechanism Expansion for Conveyor Belt Levels
The plant slots that appear in Conveyor Belt levels should not be limited to the default selected slots. It is recommended to allow players to choose the plant slots they want to use in Conveyor Belt levels.
- Proposal to Introduce the Chinese Version's Exclusive "Speed Farming" Feature to the International Version
In the Chinese version of Plants vs. Zombies 2, there is a unique and highly popular mechanic: by quickly tapping the Next Wave button, players can efficiently defeat large numbers of zombies in a short time and complete levels rapidly.
This gameplay not only delivers an intense experience and strong sense of accomplishment but has also been officially confirmed as a legitimate mechanic that does not affect game balance.
Since its release, this feature has received widespread praise and high recognition from Chinese players.
Given its clear advantages in enhancing fun and strategic diversity, it is recommended to introduce this feature to the international version.
We believe this addition will bring new enjoyment to international players, help improve overall appeal and global player activity, and further enrich the diverse gameplay ecosystem of Plants vs. Zombies 2.
【A tutorial on "Speed Farming" for all users, as well as a tutorial on how to use Artifacts for speed farming, should be provided. If the description is unclear, please refer to the attached video!】
- Introduce the Chinese Server's "Mo‑Gan Combo"
The so‑called Mo‑Gan Combo is an essential strategy for the Endless Mode in the Chinese server.
It refers to the combination use of Tile Turnip and Hurricane Bulb:
When Tile Turnip activates its ultimate move (the moment it jumps up and lands), immediately use Hurricane Bulb at the position where zombies are launched into the air.
If timed accurately, zombies will be blown away directly.
If used too early or too late, zombies may become immune to knockback after landing and become "feral," meaning they can no longer be launched or blown away.
Solution:
When Tile Turnip activates its ultimate move (the moment it jumps up and lands), immediately use Hurricane Bulb at the position where zombies are launched.
Even if used too early or too late, zombies will not become "feral" and unremovable after landing.
Expanded Proposal:
Remove the whitelist restriction for Blover.
This way, Blover can blow away any floating zombie, consistent with the international version’s mechanic where Blover blows away all floating zombies.
When Beast Kiwi activates its ultimate move (the moment it jumps up and lands), immediately use Blover, Hurricane Bulb, or Air Currant at the position where zombies are launched.
If timed accurately, zombies will be blown away directly.
Most players rely on this mechanic to clear Endless Mode, so it holds high evaluation value!
If the Speed Up button is enabled during a level, it may cause the Mo‑Gan Combo to fail.
It is recommended that enabling Speed Up not break the Mo‑Gan Combo, as this is also of high evaluation value!
【A tutorial on the "Mo‑Gan Combo" and other tricks to launch and blow away zombies for all users should be provided. If the description is unclear, please refer to the attached video!】
- Adaptation of China-Exclusive Plants and Zombies
Add a large number of China-exclusive plants and zombies to make the content of the international version more abundant. Plants and zombies from different versions have their own unique features; integrating these elements will bring players a more comprehensive gaming experience and also promote communication and interaction between players from different versions.
- Brand-New 2v2 Duel Mode
Introduce plant heroes, zombie heroes, plants, and zombies from Plants vs. Zombies: Heroes, Plants vs. Zombies 2, and Plants vs. Zombies 3 into the game, and adapt them to the TV-side battle mode. These hero characters have unique skills and attributes, which will add more strategic elements and fun to the game. Continuously update new features, such as new hero skills and battle maps, to constantly bring freshness to players, attract more players to join, and enhance the game’s long-term appeal and competitiveness.
- Addition of New Hero Characters
Add plant heroes and zombie heroes from Plants vs. Zombies: Heroes to the game, making them compatible with both new and old 2v2 Duel modes. These hero characters have unique skills and abilities, which will enrich the game’s gameplay and strategic combinations, bringing more freshness and fun to players.
- Adaptation of China-Exclusive Plants and Zombies
Add a large number of China-exclusive plants and zombies to make the content of the international version more abundant. Plants and zombies from different versions have their own unique features; integrating these elements will bring players a more comprehensive gaming experience and also promote communication and interaction between players from different versions.
- Expansion of One-Time-Use Plant Functions
One-time-use plants are also compatible with the Plant Food effect. One-time-use plants that are fully grown in the Zen Garden will become Gold Card plants, which immediately activate their ultimate move when planted.
- Launch of Brand-New Game Worlds
The international version has not updated a new game world for nearly a decade, and players’ expectations have been accumulating—new content is urgently needed to inject vitality into the game. It is recommended to launch a brand-new world with innovative gameplay, introducing new plants, new zombies, and unique game mechanisms to expand the game’s depth and strategy, and bring players richer challenges and experiences.
- Addition of Regular Seed Packet Group Purchase Events
Drawing on the successful experience of the Chinese version, it is recommended that the international version introduce regular seed packet group purchase events. Specific rules:
The more players participate in the group purchase, the higher the proportion of virtual currency refunded to participants after the event ends;
After the first four seed packet group purchase events are completed and currency refunds are processed, the next batch of group purchase events will start immediately;
At the same time, the event interface should fully display all seed packets available for group purchase, making it easier for players to plan their participation in advance.
【In the Chinese version, seed packets are uniformly called "plant shards".】
- Introduction of the Gift Code Mechanism
It is recommended to introduce the popular gift code mechanism from the Chinese version into the international version. After obtaining a gift code, players can paste it directly from the clipboard into the gift code input box in the game. Upon successful redemption, they can receive generous rewards such as seed packets and virtual currency, thereby increasing player engagement and game retention.
- Optimization of Endless Mode Rules
In Endless Mode, even if you fail a challenge halfway through, you can restart from the current level progress you have achieved—there is no need to start over from the beginning due to a single mistake. Additionally, the lineup used when failing will not be saved; instead, the lineup from the initial stage of the current level progress will be automatically used, making the mechanism more reasonable.
V. Optimization of Ads and Payment
- Optimization of the Payment Mechanism
The coins, diamonds, and extra Goldfinger spent within a level can only be deducted when the level is won. If the level is failed, the coins, diamonds, and extra Goldfinger spent in this level will not be deducted. At the same time, the batteries spent in Penny's Pursuit, the diamonds spent in the two Pinata Parties, the Z Keys spent in the Z League, and the candies spent in other modes will only be deducted when the level is won; after failing the Boss level in Penny's Pursuit, players are allowed to try again. Such a payment mechanism is more fair and reasonable, reducing players' losses in case of failure and improving players' gaming experience.
- High‑Challenge Free Acquisition Routes for Premium Plants
Implement non‑purchase unlock paths for premium plants. No real‑money spending is required, but progression is difficult and time‑intensive. Players collect fragments to unlock them by completing hard‑difficulty levels, limited‑time challenges and achievement track milestones. This preserves the perks for paying players while catering to free‑to‑play users; balances overall game health and lifts player enjoyment and retention.
VI. Optimization of Levels and Items
- Improved Local Preference Configuration
Local Preference Configuration includes:Saving your favoritePlant Loadouts;Creating custom Plant Loadout presets.
All Local Preference Configurations will be automatically uploaded to cloud servers. Your settings will remain intact and sync in real time when logging into the same account across different devices!
- New Fate Cards Gameplay
The well-received Fate Cards gameplay fromPlants vs. Zombies 3China Server and Global Server is officially added to this build, compatible with hard modes such as Memory Journey and Time-Limited Secret Realm.
Fate Cards rules:Three random buff cards appear in-battle for players to pick one;Cards grant temporary battle attributes including plant damage boost, sun cost reduction, elemental enhancement, and special combat buffs;Cards can be rerolled by spending Diamonds or watching ads. Newly rerolled Fate Cards donotreplace existing ones; they stack alongside acquired cards, allowing players to freely build battle strategies.
This gameplay fits the balanced difficulty of the current version and accommodates all player groups. Casual players may use card buffs to clear levels easily without repeated retries. Veteran players may opt out of Fate Cards entirely, preserving the challenge of manual skill-based runs. It enriches battle mechanics, increases randomness and fun per match, eases frustration from hard stages, reduces third-party account boosting and farming services at the source, and improves game reputation and player retention.
- Add Total Cumulative Login Day Mechanism
We suggest adding a reward system based on total cumulative login days. Players can claim corresponding rewards according to accumulated login days to achieve a win-win experience of entertainment and rewards.
This system is completely separate from the existing daily check-in system.
Reward tiers:
Total login days: 100 — Reward: 20,000 Coins + 20 Chocolates + 50 Insecticides
Total login days: 200 — Reward: 50,000 Coins + 30 Chocolates + 60 Insecticides
Total login days: 300 — Reward: 80,000 Coins + 40 Chocolates + 70 Insecticides
Total login days: 500 — Reward: 100,000 Coins + 50 Chocolates + 80 Insecticides
Total login days: 1000 — Reward: 500,000 Coins + 100 Chocolates + 180 Insecticides……
- Jurassic Marsh & La Brainsa Tarpits Mechanic Optimization & Expansion
When dinosaurs hurl zombies into the air, zombies remain airborne. Players will have ample time to plant Blover or Hurrikale to blow away these levitating zombies.
When flying Pterodactyls snatch zombies aloft, the captured zombies also stay airborne, granting players sufficient time to deploy Blover or Hurrikale to remove them. Flying Pterodactyls themselves remain unaffected and keep flying, as Blover and Hurrikale are meant to counter common foes!
- Open Official Payment Channels
We recommend launching official payment portals via web pages and WeChat mini-programs in future updates.
This avoids extra platform commissions including Apple Tax.
The optimization can boost players’ willingness to purchase items and in-game currency, reduce players’ spending cost and raise platform revenue, forming a triple-win outcome for players, platform and operation team.
Note: Commissions refer to platform fees such as Apple Tax.
- Expansion of Gestures for Collecting All Types of Resources
Sun☀️, diamonds💎, gold coins and silver coins can be collected via tapping, swiping gestures, and bulk collection by dragging the cursor without continuous tapping.
Many players use stylus pencils to operate touchscreen devices. Some touchscreen hardware supports stylus hover function. We require zoom-in animations or other visual effects to pop up when collecting sun and in-game currency with a stylus on hover-enabled touch devices, bringing more delicate details and fun.
- Expansion of Achievement System
Players unlock exclusive rewards after completing and activating corresponding achievements, bringing a stronger sense of ritual to every milestone.
- Sun Cap Value Expansion
It is suggested to raise the maximum sun cap to 60,000 sun. Players can stockpile more sun and strengthen the strategic value of sun management.
- Optimization of Virtual Currency Deduction Policy
Gold coins, diamonds and extra Power-Up usages consumed in levels will only be deducted after players win the level. No deduction happens if players fail the level or exit midway. A clear prompt of this rule shall be displayed on the game pause menu.
This policy effectively prevents unreasonable resource loss, cuts player churn risk and greatly upgrades user experience, so this adjustment needs to be implemented urgently.
- Add In-level Sun Purchase Function
Players can reverse battle trends by watching ads or spending coins to buy sun during levels. A plus-sign purchase icon is placed beside the sun number display. Full price rules below:
Watch the 1st ad: Gain 500 sun
Watch the 2nd ad: Gain an extra 700 sun on top of the first reward
Watch the 3rd ad: Gain an extra 1,200 sun on top of the second reward
3,000 sun: 1,000 coins
7,000 sun: 2,000 coins
12,000 sun: 3,000 coins
- Optimization of Power-Up Functions
Players can obtain Power-Up usages via coin purchases or ad views. A plus icon purchase button is placed next to the Power-Up button. Power-Ups can also be bought with ads or coins inside the in-game Shop.
Ad rule: 1 Power-Up usage (selectable type) per ad view; daily maximum of 10 ad redemptions.
Bulk discount for individual Power-Up types:Buy 2 usages: 15% total discountBuy 3 usages: 25% total discountBuy 4 usages: 30% total discountBuy 5 usages: 40% total discountAlternative reference for development team: Buy 2 usages: 50% total discount (other discount tiers stay unchanged)
Fixed unit price:Power Snow (Ice Finger): 1,150 coins per usagePower Toss (Float Finger): 950 coins per usagePower Zap (Shock Finger): 800 coins per usage
Speed boost adaptation: When level acceleration is enabled, Power-Up duration will not be shortened. All zombies stay immobile while Power-Ups are active; plants keep attacking normally until the Power-Up expires.
- Optimization of Endless Mode Mechanics
Auto-save rule: The plant lineup saves automatically after each round. Plants with active ultimate ability keep the ultimate buff across all subsequent Endless levels until the plant is eliminated. For example, if Torchwood has ultimate ability active upon clearing a level, the buff persists in later stages.
Level cap: Level 200 serves as the final stage of Endless Mode for all worlds. Boss battles trigger every 5 levels. Defeating Bosses grants generous rewards; regular levels provide moderate rewards. Players receive extremely lavish rewards after clearing Level 200.
Lawnmower mechanism: All missing lawnmowers are fully replenished before selecting buffs ahead of Boss levels. Lawnmowers refresh completely every 5 rounds. Players can select buffs and enhancements from Penny's Pursuit during replenishment. Extra buffs can be unlocked with coins; repeated purchases are allowed with permanently fixed pricing.
Failure reset: Players do not need to restart from scratch after defeat and can resume from saved level progress. The lineup used upon failure will not be saved; the system reloads the original initial lineup of the current progress checkpoint.
Clearance notification: Players obtain abundant rewards after finishing Level 200 with pop-up text: You've completed the final level of Endless Mode in this world—awesome!
- Adjustment of Tombstone Spawning Timing
All tombstones spawn simultaneously right after entering a level to achieve unified and coordinated visual effects.
- Adjustment of Gold Card Mechanics
Gold Card is disposable: plants trigger ultimate ability with a 100% chance upon being planted. Players select Gold Card during plant selection. The Gold Card only becomes invalid after winning the level; it remains usable if players quit midway or lose the level. This change improves Gold Card’s strategic value and helps players turn battles around at critical moments.
- Interface Optimization for Pirate Seas
Adjust the height of the right-side deck in Pirate Seas levels to match sea level height, and unify sea surface texture to be identical to Big Wave Beach. Amphibious, aquatic and flying plants can be planted on seawater tiles, while seawater retains the feature of submerging zombies.
- Brand-new Arena Mechanism
In partial future Arena seasons, all players are allowed to place Sun Bloom at the top of their card layout. All players’ Sun Bloom are uniformly locked at Level 10. Players use massive Sun Blooms as sun reserves before tapping Start Battle. After battle starts, Sun Blooms are planted in bulk on all empty grids excluding mechanism-trigger grids and generate massive sun instantly. This scheme balances game fairness and optimizes user experience.
- New Item: Auto Resource Collector
Players acquire this item by actively watching advertisements. Valid for 60 minutes, it automatically collects sun☀️, diamonds💎, gold coins, silver coins and potted plants in Zen Garden. Collection reverts to manual mode after expiration.
Critical countdown rule: Item time only ticks down after level victory; no time is consumed if players fail or exit levels. This design supports efficient bulk resource collection with higher rationality.
VII. Core Pain Points
- Excessive advertising issues
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.
- Urgent Optimization Proposals for High-level Plant Acquisition Mechanism
In the current version, the difficulty of acquiring high-level plants is severely unbalanced. Especially, the advancement path of "Mastery 200" is lengthy and consumes excessive resources, forming an insurmountable barrier. Feedback shows that over 70% of players consider this mechanism "patience-consuming, unmotivating, and frustrating," directly leading to a decline in retention rate, which urgently requires adjustment.
The optimization should, on the basis of retaining strategic depth, enable players to gain a sense of achievement through reasonable investment, so as to effectively improve activity and reduce attrition. It will not only have no negative impact on game balance, but also achieve a dual improvement in user experience and game reputation.
1. Lower Thresholds + Simplify Operations
Maintain the "Mastery 200" level cap, significantly reduce cultivation costs, and add a "One-Click Advancement" feature (supporting single-plant or batch direct advancement to the highest level) to minimize repetitive operations.
2. Calibrate Difficulty + Stabilize Output
Regular Card Plants: Align with the acquisition cost of blue-card plants in the Chinese server, ensuring stable daily output through channels such as daily tasks and events.
Star Card Plants: Align with the acquisition cost of orange-card plants in the Chinese server, and expand acquisition channels simultaneously (e.g., season rewards, limited-time events).
3. Control Consumption
Set the upper limit of gold coins for a single advancement to 10,000 to avoid excessive resource depletion.
The above are some of my suggestions and feedback on Plants vs. Zombies 2 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!
VII.Core Pain Points
- Excessive advertising issues
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.
- Urgent Optimization Proposals for High-level Plant Acquisition Mechanism
In the current version, the difficulty of acquiring high-level plants is severely unbalanced. Especially, the advancement path of "Mastery 200" is lengthy and consumes excessive resources, forming an insurmountable barrier. Feedback shows that over 70% of players consider this mechanism "patience-consuming, unmotivating, and frustrating," directly leading to a decline in retention rate, which urgently requires adjustment.
The optimization should, on the basis of retaining strategic depth, enable players to gain a sense of achievement through reasonable investment, so as to effectively improve activity and reduce attrition. It will not only have no negative impact on game balance, but also achieve a dual improvement in user experience and game reputation.
- Lower Thresholds + Simplify Operations
Maintain the "Mastery 200" level cap, significantly reduce cultivation costs, and add a "One-Click Advancement" feature (supporting single-plant or batch direct advancement to the highest level) to minimize repetitive operations.
- Calibrate Difficulty + Stabilize Output
Regular Card Plants: Align with the acquisition cost of blue-card plants in the Chinese server, ensuring stable daily output through channels such as daily tasks and events.
Star Card Plants: Align with the acquisition cost of orange-card plants in the Chinese server, and expand acquisition channels simultaneously (e.g., season rewards, limited-time events).
- Control Consumption
Set the upper limit of gold coins for a single advancement to 10,000 to avoid excessive resource depletion.
The above are some of my suggestions and feedback on Plants vs. Zombies 2 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!