2 years ago
Problems and Suggestions
I've played PvZ 3 from the first pre-alpha version to 8.0.17 and I love PvZ 3 a lot, especially it's fantastic artstyle and stories. But I had to say there're still some problems on the new soft launch.
Problems:
- Bad Level Design. Although it's a story-driven game, as a tower-defense game, the levels are the soul of the game. However, the levels are really too bad, especially Level 66, 76, 78, 85, 94, 100 (not counting levels beyond 100 since I haven’t reached there yet). These levels give me a sense that it's a "Boosters vs. Zombies" game. Besides the difficulties, the bad gameplay experience was even more deteriorated by its extreme repetitiveness, with a new Plant or Zombie only to be seen after completing approximately forty levels, all of them lacklustre and monotonous. Some gimmicks essential to beating the levels were not being familiarised to players at first encounter, and when they were eventually introduced it could often be dozens of levels past. What's more, the dynamic difficulty is also a problem. Since the nauseating dynamic difficulty gimmick being implemented into the gameplay (almost knowingly) means that the more you win in a row the more difficult the coming levels would be, and vice versa (its scale exponential with virtually no cap!). We have to use the given plants to defeat the known zombies again and again by giving up again and again in the hope that the level could at least be in a manageable difficulty.
- Limited Interacting. Many contemporary games are designed with a fast pace in their gameplay to cater the need of the society nowadays. Because of that, the bite-sized levels in the game seems on point. But it doesn't mean that the contents should be bite-sized, too. While playing the game, I could only play the new level for taco tickets and then for nothing but to unlock the next level without any other choice. I could not enjoy the gardening part because it's just like a one-off experience and it felt generic and lacked the distinct PvZ vibe, too.
Suggestions:
- Redesign the levels. A good game is an intriguing one but not a hard one. Difficulty alone doesn’t make a good game; its interesting quality does. Why would a player want to spend time and effort on a game that is nothing but the stockpiling of gimmicks determined to deter them? The new elements can be more tight like the pre-alpha version and the experience would be a lot better.
- Redesign the plants. Make the classic plants consistent to their abilities in the prequels (especially Peashooter's and Snow Pea's damage).
- Design more events (or modes). Diversity in content enriches the gameplay. Just like the pre-alpha version and PvZ 2, several Zombie Raids in different regions and some Pinata Parties would be definitely awesome.
I hope the developers listen to the feedback from the community and make the game actually an awesome one. I’m still looking forward to future updates should they be any good.