Amazing potential — but the grind is killing the fun
I really love the art style and the plant merging mechanic — they’re genuinely fun and full of charm. The game clearly has a lot of potential, and you can tell there’s real care and polish behind it.
That said, I have serious concerns about the progression system, especially the plant leveling mechanic. It doesn’t add strategy — it just gates progress and breaks balance. Underleveled plants make levels frustrating; overleveled ones make them trivial. It turns what should be a tactical game into a grind.
The original games were fun because success came from tactics and creativity, not arbitrary power scaling. If plant levels absolutely must stay, please consider adding level caps per stage to keep things balanced.
Other progression Issues
- Too many seeds and XP are needed to level up plants.
- Seeds are needed for everything — unlocking, merging, leveling skills — and it’s exhausting.
- Seed rewards should be increased significantly to make progression feel fair.
- Pots are too limited, slowing down plant growth and resource generation.
- Too many minigames tied to growing plants, which risks feeling tedious.
- Hearts and energy recharge far too slowly, discouraging players from continuing.
Level Design Issues
- Levels are too short — most end before you can even use higher-tier plants.
- There are too many repetitive levels with little variation in visuals, layout, or mechanics.
UI Feedback
- Many UI elements are too small, especially during combat.
- When collecting sun, it’s too easy to accidentally merge plants by mistake.
- The town UI needs a simple “return home” button for smoother navigation.
Overall, I really want this game to succeed — the visuals and merging mechanics are fantastic. But right now, the progression and leveling systems hold it back from being the next great Plants vs. Zombies.
Please make it about strategy and creativity again, not grind or power scaling.