2 years ago
[Feedback] Proposals after completing the beta (by a fan since 2009)
Before starting I want to say that PVZ is one of my favorite videogame franchises, so I would love to see it shine for many more years and I am aware that for something to last, changes are necessary.
General changes:
- Focus on the gameplay: At the beginning of my game I must say that the levels felt a little fast for my taste, in the first levels the difficulty was minimal and in less than two minutes they could be completed, but that speed of zombie appearance affected the gameplay in higher levels, The levels classified as difficult from level 70, began to be impossible to complete without power-ups, which I liked in part since that level of difficulty feels like a real challenge, however I consider that it could truncate several not so skilled players leaving them without coins (not all people are willing to pay real money to buy power-ups). So I propose more friendly ways to get coins through progressively unlockable minigames (like vasebraker) or the ability to repeat levels already completed previously, which would lead players to invest more time playing to farm coins, which leads to more ads or publicity to see 😉
- Story involved in the gameplay: I have to admit that the story is entertaining and the art style is charming, but I think that players need a real incentive to want to continue and improve the city, the patio furniture is a good option, however it could be much better . It would be interesting to be able to interact with places in the city that help us have advantages in the gameplay just like in the pre-alpa. Even a store where you can buy upgrades like in pvz1.
- Eligible plants: We all know that it is something that the community is crying out for, this is part of the essence of the strategy of this game, however I consider that preventing us from doing this adds an extra layer of difficulty. So I propose something similar to the second part of the “pvz1” adventure in which a part of our plants were chosen, but giving us the opportunity to choose the rest. With this maintaining the difficulty but giving us the ability to choose; the number of plants chosen may vary depending on the levels.
- Dynamism and Mini tasks: I loved the idea of modifying the scenarios like in “campground” by adding moving lake parts (the puddle mechanic is great) or simply in squares where it is not possible to plant. All this makes the levels a little more challenging, however, after some levels it starts to become a bit repetitive, so I consider it a good idea to add “mini tasks” to complete within the level something similar to pvz2 or minigames like in pvz1.
Personal ideas / tastes:
- Plant food / Taco ability: Since the release of pvz2 I fell in love with “plant food”, it make you curious about what the “plant food” version of your favorite plant would be like and you want to feel its power on the battlefield, that same sensation is generated in me by the taco abiliy, so I would love to see them in the final version of this game
- Instant use plants: Maybe some will disagree with me, but having the cherry bomb and jalapeno as power-ups seems like a good idea to balance the explosive plants, but it would be much better if as the story progressed we could unlock more explosive plants and be able to swap them within our power-ups.
- Mini bosses: In pvz 3 pre-alpha they were a very good addition.
Minor details:
- Map: A map that shows us our progress through levels and the ability to repay them would be great.
- More: details like the almanac and the zen garden that are not so necessary for the gameplay but are endearing and give us background
- Grapes of wrath: I would like Grapes of Wrath could be used whenever I decide to use them, as they usually feel like a random aid rather than a strategy.
Thank you very much for reading and I wish the best to this community and the pvz team.
(im in love with the art style) :D