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PengoPlays's avatar
PengoPlays
Seasoned Newcomer
3 days ago

Initial Feedback on pvz 3

So I think this version of pvz 3 is the most likely to be able to stand on its own. There are a few things I think need to be added/changed to make it as good as it's going to get.

Normal gameplay wise, shovel is a must. Getting blocked cause I made a twin sunflower in the wrong spot is annoying. Also if levels are remaining this short form, an ability to move plants around outside of merging is a must. There's nowhere near enough time to make most tier 3s. Yes, that would be true even with infinite sun, it's the same problem with pea pod from pvz 2. But if I could move them around while stalling zombies in other lanes then I'd try to use them more. Whether that comes in the form of cooldown gloves, escape root, minecarts (maybe even plant based ones?) or some other movement tool. Would probably also help alleviate the pain of having to pick umbrella leaf every volcano level if seed slots are locked to 5.

Speaking of seed slots, idk why you wouldn't pick sunflower, and some instant plants don't quite fit into the merge system. Maybe there could be different kinds of seed slots for these if yall don't want players picking multiple sun producers and powerful instants.

I don't think the ui is finished yet, but yall should get around to laying out the pick your seeds screen like prior games. Not fun swapping between plant and zombie screen to see what I might need. I remember selecting the plants I wanted without the layout saving, probably because I hit x instead of the big green button. Don't think these issues existed in prior games.

(Why isn't imps tire popped by spikeweed? Like that's half of spikeweeds purpose in all the games)

Options for where seeds are layed out on screen. Plants on the left like pvz 2 is the best for mobile in my opinion, but I could see why someone might want bottom or top placement.

I'm not entirely against the mini games concept, I've played wizard 101 before. But really, they should probably play more like the base game. Should be easier to build off of that than making new stuff that's alien from normal gameplay. Think minigames from both pvz 1 and 2.

I'm mixed on leveling. On one hand, I appreciate the bonuses being heavily reigned in from pvz 2. Makes leveling feel more optional and I can invest my resources where I think it makes the greatest difference without being screwed over by levels with x10 health increases or trivializing levels. On the other hand, leveling fusions is a bit iffy, especially due to aforementioned lack of movement making investing in a tier 3 questionable. Tier 1 plants being cheap to level is good, but I think some of their level should carry over to merges. Otherwise some combinations will feel like a slight downgrade, at least for a big period of seed grinding. Maybe have merge levels up the stats specific to those merges while tier 1 boosts affect all merges to a light degree.

More levels should be handcrafted for the final game. I want to be able to unlock and learn about each merge as I play. Don't mistake that for every level being a tutorial, but seeing the strengths of each merge as I unlock them would feel really engaging.

Communities is a good addition. Zen guarden implementation is ok. Lives generate a bit too slowly in my taste, but maybe they can be earned elsewhere. Cosmetics finally make sense, only thing I'd want further might be to see my house in a level. Maybe different people can specialize in different plants to beat specialized levels for the community. No lives on levels is great.

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  • to add to this make levels longer so you can place more tier three plants so you have more incentive to actually unlock them and also add objective levels like don't let the zombies trample the flowers, protect endangered plants, conveyor belt levels and maybe add custom ones like merge x plants don't lose mo, don't use tier 3 plants etc.

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