Forum Discussion

AppleDisney's avatar
AppleDisney
New Scout
7 months ago
Solved

Dear Development Team of Plants vs. Zombies Replanted & Players:

This feedback has been revised and updated with partial adjustments. Previous versions of this document may be discarded.

We apologize for any inconvenience this may cause. As video files cannot be embedded directly into this document, I am unable to attach footage supporting the details below. However, you may easily find a thread posted by “AppleDisney” on the EA Forums containing these video attachments. We kindly ask for your help in locating this thread — it will greatly assist in verifying the issues described.

Greetings! Thank you for taking the time to listen to the genuine thoughts of Chinese players regarding Plants vs. Zombies: Replanted. We deeply understand that the original Plants vs. Zombies is a classic IP cherished as a memory of countless players’ youth. Its core gameplay, nostalgic atmosphere, and control feel — preserved in their original, authentic form — are what make it irreplaceable. This essence must be firmly protected and must never be weakened by any changes.

We wish to emphasize clearly: while most players hope to keep the original experience plus new content, a large number of core players strongly prefer a purely authentic experience with minimal new additions. Therefore, we formally and clearly propose:

Please directly implement a dual-mode selection for all players: Pure Authentic Original and Balanced Original + New Elements, without the need for a voting survey.

For players who choose the Pure Authentic Original mode, only highly conservative additions will be included: Overcast Levels, Rest Mode, basic PvP, China-themed levels, and co-op. These will fully align with the original tone, be far more restrained than the new plants and zombies in the alternate mode, and will not disrupt the core original experience.

Additionally, all players will have access to online PvP and co-op regardless of their chosen mode, with support for private room codes and server-based random matchmaking. All future easter eggs will be unlocked for every player, including:

PvZ2 Cabbage-pult Skin

Headcrab Zombie

Retro Zombie

Retro Peashooter

This balances social and gameplay convenience, ensuring both player groups feel respected and satisfied.

Judging only by currently revealed content, this remake falls significantly short of many players’ expectations. Simply copying the original is an extremely risky approach! The true value of a “remake” is not blind replication, but injecting new life into the classic through innovation while upholding its authentic core — striking a careful balance between tradition and renewal. The best way to achieve this balance is to directly implement the dual-mode system mentioned above: offer conservative new gameplay for purist players, and unlock online features and all easter eggs for everyone, without neglecting either core audience.

The most prominent issue right now is a lack of fresh content. The solution is to moderately add new content while preserving the classic framework — neither overhauling it to stray from the original spirit nor stagnating with no updates. All of this relies on player choice:

Pure Authentic Original mode: minor supplementary content such as Overcast Levels, Rest Mode, and China-themed levels

Balanced Original + Innovation mode: richer content including new plants and new zombies

Players in both modes can play online and unlock all easter eggs. Those who enjoy innovation get freshness; those who cherish nostalgia keep the classic experience — both groups coexist without interference.

For a classic IP like Plants vs. Zombies, a remake is not simple duplication. It means revitalizing the franchise while preserving core gameplay, feel, and atmosphere. We want original plants to remain fully intact in their original card forms, with new plants added via separate, dedicated slots so new content does not intrude on the classic experience. This is the purpose of the dual-mode system: to reassure nostalgic players, give exploratory players new content to enjoy, and let everyone share online play and easter egg fun.

If the remake only copies the original with no content expansions, paying players will perceive poor value, the game will lose competitive edge, and reputation and sales will suffer. An excellent remake makes new elements a delight, not a burden. The core way to achieve this is to directly implement the dual-mode system: pair the pure original mode with conservative additions, the balanced mode with rich innovations, and open online play and all easter eggs to everyone. This is truly player-centered design.

Players look forward to a remake not only for classic nostalgia but also for new experiences within the familiar framework: fresh strategies, new challenges, improved audiovisual quality, and the joy of playing with friends online. The best way to balance nostalgia and innovation, and serve all core players, remains directly implementing the Pure Authentic Original and Balanced Original + Innovation dual-mode system without a vote:

Pure Original mode: only conservative content such as Overcast Levels, Rest Mode, basic PvP, China-themed levels, and co-op

Balanced mode: richer innovative content including new plants and zombies

Online play and all easter eggs will be shared equally, with no bias toward either group.

To perfect the dual-mode experience, we hope the game will include restored classic content from various versions, such as:

Exclusive plants, zombies, and Chinese-themed content from Plants vs. Zombies: Great Wall Edition and Journey to the West Edition

The full, never-officially-released Kingdom Edition content

The removed Level 6 and scrapped prototype units from the 2008 beta: Propeller Zombie, Floating Cherry Bomb, Stinger, Ice Lettuce-pult, Time Stopper, etc.

The exclusive “Zombie Avatar” feature from the Game of the Year Edition, allowing custom zombie appearances that appear during flag waves and exportable for social profile pictures

Popular plants, zombies, plant heroes, zombie heroes, and mechanics from PvZ2, PvZ3, and Plants vs. Zombies Heroes that fit the original’s gameplay

Original new scenes, modes, sound effects, and visual improvements

To ensure the dual-mode experience remains undisturbed, the team may follow these guidelines:

All original plants and zombies retain their exact card designs, stats, logic, and control feel, upholding the pure original standard.

New plants and zombies use separate extra slots, not replacing original ones, so they do not interfere with classic gameplay.

The almanac clearly labels “Original” and “Added” content, with original slots prioritized in display order.

Players may freely choose whether to bring new plants into levels, allowing seamless switching between classic and innovative play.

Online features and all easter eggs (PvZ2 Cabbage-pult Skin, Headcrab Zombie, Retro Zombie & Retro Peashooter) are fully unlocked for all players unconditionally.

Conservative new modes in the Pure Original version are optional, not mandatory, with the original core experience always prioritized.

In summary, we respectfully ask the team to center development around player needs, uphold the authentic original while supporting reasonable innovation, and honor these four core requests:

Directly implement the optional dual-mode system: Pure Authentic Original and Balanced Original + Innovation, without a survey or vote.

Limit the Pure Original mode to highly conservative additions: Overcast Levels, Rest Mode, China-themed levels, PvP, and co-op.

Unlock online PvP and co-op for all players, supporting private room codes and random matchmaking.

Make all future easter eggs available to every player, including the PvZ2 Cabbage-pult Skin, Headcrab Zombie, Retro Zombie & Retro Peashooter.

We hope the team will prioritize adding new plants, zombies, and diverse content to satisfy both purist and innovative players, making Plants vs. Zombies: Replanted a sincere, worthwhile remake worthy of anticipation and purchase.

Thank you again for reading this feedback patiently. We sincerely hope the dual-mode system, conservative new content, online features, and full easter egg unlocks will be successfully implemented, allowing every player to enjoy nostalgia, surprises, and friendship in the ideal gameplay experience.

Bugs that need priority handling

  • Chinese Text Display Issues

In the latest version of Plants vs. Zombies: Replanted, there are obvious visual inconsistencies in Chinese text display. This issue has affected the player experience, so some Chinese players even install third-party patches to make the visual effect of Chinese text consistent.

For example: When entering the game's initial interface, the font style of the title "Plants vs. Zombies: Replanted" is significantly inconsistent with that of Plants vs. Zombies (Chinese Original Version) and Plants vs. Zombies 2 (Chinese Server).

For example: In the game's main interface, two problems exist with Chinese text. First, the text sizes are inconsistent. Second, there are unnecessary line breaks, which damage the overall visual integrity of the interface.

For example: Several plant names are incorrectly translated: Fume-shroom is mistakenly rendered as “Poison Bubble Mushroom”, and Spikeweed as “Thorn Grass”. While other in-game text is technically accurate, it still does not match the wording used in the official original Chinese version. We recommend fully aligning all Chinese translations in this build with the classic original Chinese localization.

【If you don't quite understand the content of the description, you can refer to the attached photo!】

  • Display Issue in Mist Level Survival Mode

In the mist level of Survival Mode, after completing the first round, zombies are completely obscured by the mist during the plant selection phase. Players cannot see which zombies will appear on the battlefield, and even if Clovers are used to disperse the mist, it quickly reappears.

  • Display Issues of Plants Planted in Grid Front Within Levels

Current Problems: When dragging a plant/zombie slot to plant, the texture of the plant/zombie in the slot remains static without a transition effect from transparent to fully opaque. If the static texture of the dragged plant/zombie is moved to an unplantable area, the texture will stay permanently. Even when moved to a plantable area, the static texture may still remain indefinitely. This is extremely tricky for touchscreen players. When selecting a plant/zombie slot, four 90-degree right angles do not appear around the slot—this causes significant discomfort for players with obsessive-compulsive tendencies. Under touchscreen operation, dragging a plant triggers a "cross" display, but dragging a shovel over grids does not activate the "cross" display.

Optimization Suggestions: When dragging a plant/zombie slot to plant, add dynamic effects to the plant/zombie texture in the slot (i.e., maintain animation state). The farther the dynamic texture of the plant/zombie is from all slots, the higher its opacity. When the dynamic texture is moved to an unplantable area, it should disappear immediately after releasing the drag, without remaining. When the dynamic texture of the plant/zombie is moved to a plantable area, there should be no possibility of permanent retention. When clicking a plant/zombie slot, four 90-degree right angles should appear around the slot, consistent with the mobile version of Plants vs. Zombies (Original). Under touchscreen operation, dragging both plants and shovels over grids should trigger the "cross" display (no display required for non-touchscreen operation). Planting can only be completed after releasing the drag in both operation modes.

【Switch and some Windows PCs support touchscreen operations. It is recommended that the above features be applied across all platforms. For reference, this functionality can align with the design of Plants vs. Zombies 2.】

  • Display Issues with Item Usage

Currently, under touchscreen controls, the shovel cannot remove plants by dragging within levels.

In the Zen Garden, items such as the watering can, golden watering can, pesticide, fertilizer, phonograph, gardening glove, and wheelbarrow cannot be used on potted plants via swiping.

In the Tree of Wisdom interface, tree fertilizer cannot be fed to the Tree of Wisdom via swiping.

【Switch and some Windows PCs support touchscreen operations; it is recommended that the above features be applied to all platforms.】

  • Display Issue in Cloudy Weather Mode Levels

In the interface of cloudy weather levels without a swimming pool, there is an abnormality in the raindrop landing animation. According to the design logic, lanes 1, 2, and 5 should show the effect of raindrops falling on the ground, but currently lanes 3 and 4 display the water ripple effect as if raindrops are falling into a swimming pool. It is recommended to fix this display error so that the raindrop animation in pool-less scenes is consistent with the actual level environment.

  • Fix the Issue of Darkened Colors When Shadows Overlap

In the current version, when shadows of multiple zombies or plants overlap, the shadow color becomes darker, which affects the aesthetic quality and visual presentation of the game. It is recommended to fix this issue so that shadows maintain their normal color when overlapping, making the game interface clearer and more natural, and providing players with a better visual experience.

Feasible Solutions:

The shadows of plants and zombies are not limited to a single oval shape; instead, they appear as silhouettes that support real‑time changes.

Set the shadow opacity to 50% and control the overall shadow transparency via layer opacity to prevent color darkening caused by overlapping semi‑transparent shadows.

  • Fix the Visual Overlap Issue of Multiple Flame Effects

Resolve the problem where the edge color of flames darkens when multiple flame projectiles or other forms of flames overlap. This ensures the normal visual effect of the game screen and enhances the player’s gaming experience.

The fix can focus on optimizing the flame particle system: adjust the particle material’s blend mode to "Translucent" and properly set the opacity to avoid excessive occlusion . Enable depth testing and reasonable sorting modes (such as "View Depth") to ensure correct rendering of semi-transparent flame particles and prevent abnormal color mixing .

  • Mini Zombie Level Sound Effect Residue Bug

After completing the mini-game "Little Zombie Trouble" and the "Pool 3-5" level, when playing other levels, the zombie sound effects will be abnormally replaced by mini zombie sound effects, which affects the gameplay immersion.

  • Abnormal Obstacle-Crossing Judgment of Dolphin Rider Zombie

When a Tall-Nut is planted in Column 10 of the Pool, the Dolphin Rider Zombie can still jump over it, which violates the design logic of Tall-Nut's blocking function.

  • "Zombie Nimble Zombie Quick" Level Speed Multiplier Function Fix

It is recommended to limit the speed multiplier button in the "Zombie Nimble Zombie Quick" mini-game level to the range of 2x - 2.5x speed; currently, there is an abnormality where the actual running speed reaches 4x after adjusting to 2x speed, resulting in an imbalance in the level difficulty.

  • Achievement "Enlightened" Difficulty Inconsistent with the Original Version

The difficulty of completing the "Enlightened" achievement in the current version is seriously inconsistent with that of the original version. In the original version, players only needed to collect all plants across all scenes in the garden to unlock this achievement, even if the number of duplicate potted plants was controlled at no more than about 6 pairs. However, in this version, players are required not only to collect all plants across all garden scenes, but also to keep the number of duplicate potted plants at a minimum—an excessive number of duplicates will make this achievement unobtainable. It is recommended to lower the difficulty of unlocking the "Enlightened" achievement in this version and align it with the original version.

  • Abnormal Display of Sun-shroom Size

The size of Sun-shroom in the current version is displayed abnormally in both the Almanac and Zen Garden:

In the Almanac, the size of Sun-shroom remains in its immature state at all times, which is inconsistent with the original version.

In the Zen Garden, even if Sun-shroom is fully fertilized to its maximum growth stage, its size still stays in the immature state, which does not match the original version.

The following feedback is presented in the form of suggestions, all of which can highlight the key significance of its remastering:

I. System Adaptation and Interface Optimization

  • Stand Painting Style

It is recommended to upgrade the current high-resolution plant & zombie textures to a more three-dimensional and detailed Stand Painting Style based on the original textures, which is the classic art style used in the official posters and magazines of Plants vs. Zombies 1. This can highly restore the classic temperament of the original first-generation game and cater to the nostalgia of long-time players. It can also greatly improve the overall visual quality and grade of the HD version, making the characters more visually appealing, and making the overall art style more unified and official.

【The character art style from the beginning to the middle of the video is only for general reference. The character art style in subsequent versions must be highly consistent with the style shown at the end of the video — that is, the official character art style by PopCap. If you do not fully understand the description, please refer to the attached video!】

  • Optimization Suggestions for Dynamic Welcome Interface

Upon launching the game, the "EA PopCap" logo is displayed with stunning, elaborate animations paired with background music that syncs perfectly with the animation’s rhythm, replacing the current lackluster static display of the logo alone. Additionally, the dynamic Plants vs. Zombies-themed artwork activates its animations in real time as the game loads, rather than only starting the dynamic effects after the green progress bar completes.

The dynamic welcome interface supports custom positioning for all character sprites, with their animations expanded far beyond simple back-and-forth swaying. This revamp delivers a fresher, more vibrant visual experience for players and even helps attract new players to the game.

【Enhanced Dynamic Visual Proposals for Characters】: Running, flying, being knocked back, blinking, and a rich array of real-time facial expressions—character animations are no longer limited to basic swaying motions.

  • Suggestions for Optimizing Level Camera Movements

The camera switching logic for all levels in the current version is a direct pan from the left lawn to the zombie camp on the right. Despite the smooth transition curve of the camera animation, the overall presentation is rather monotonous and fails to deliver a more immersive visual experience for players.

It is recommended that the subsequent versions retain the original basic camera path: after panning from the left lawn to the zombie camp on the right, the camera continues to extend a short distance to the right, presenting a broader scene view briefly to enhance the sense of space in the level.

The card selection interface should pop up synchronously the moment the camera finishes panning right and starts panning back left immediately. Linking the card selection phase with the dynamic camera transition not only makes the interface pop-up more natural and smooth but also boosts players' operational immersion. The smooth transition curve of the camera animation in the current version should be retained. This is a better alternative to the current version, where the card selection interface only pops up after the camera movement is completely finished, resulting in a slow pacing.

【This feature can refer to Plants vs. Zombies 2 Chinese Server & International Server】

  • Level Camera Movement Optimization Suggestions

In the current version, the camera switching logic for all levels directly pans from the left lawn to the zombie camp on the right. Although the camera animation features a smooth transition curve, its overall presentation is relatively monotonous and fails to deliver a more immersive visual experience for players.

It is suggested that future versions retain the original basic camera path: after the camera pans from the left lawn to the zombie camp on the right, it should continue to extend a short distance to the right, briefly showing a wider scene view to enhance the sense of level space. A "whoosh" sound effect should be played synchronously during the camera movement to strengthen the visual impact.

At the exact moment when the camera finishes moving right and starts to move back left, the card selection interface should pop up immediately with a sound effect similar to "Store". Connecting the card selection phase with dynamic camera transition makes the interface pop-up more natural and smooth, and improves players’ operational immersion. The smooth transition curve of the camera animation in the current version should still be retained, instead of popping up the card selection interface only after the camera movement is fully completed as in the current version, which results in slow pacing.

【This feature can refer to Plants vs. Zombies 2 (Chinese version & International version)】

  • "Choose Your Plants" Interface Function Expansion

The "Choose Your Plants" interface is divided into two sections: Plants and Lineups.

The Plants section allows normal plant selection, and also automatically supports reusing the previous round’s card slot lineup and clearing all currently selected plant card slots.

The Lineups section supports customizing and saving card slot lineups, as well as setting custom lineup names.

【This feature can refer to Plants vs. Zombies 2 Chinese Version】

  • Optimization of Plant & Zombie Shadow Forms

In the current version, when shadows of multiple zombies or plants overlap, the shadow color becomes darker, which affects the aesthetic quality and visual presentation of the game. It is recommended to fix this issue so that shadows maintain their normal color when overlapping, making the game interface clearer and more natural, and providing players with a better visual experience.

Feasible Solutions:

The shadows of plants and zombies are not limited to a single oval shape; instead, they appear as silhouettes that support real‑time changes.

Set the shadow opacity to 50% and control the overall shadow transparency via layer opacity to prevent color darkening caused by overlapping semi‑transparent shadows.

  • New Perspective Options

It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences.

  • Optimization of the "Achievements" Interface

Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting.

  • Visual Optimization for Plants Transformed by the Transfiguration Eggplant

Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. And I believe the current setting of inconsistent color schemes is already outdated.

  • Plant/Zombie Slot Visual Optimization

It is recommended to optimize the visual design of all plant slots and zombie slots. Instead of displaying the full-body appearance of plants or zombies, their partial facial close-ups should be used as the slot background.

【This feature can refer to the design of Plants vs. Zombies 2】

  • Plant Selection Interface Visual Optimization

During the plant selection phase before a level starts, the following optimizations are suggested for the plant slot interface at the top of the screen:

Always keep the original brown background removed.

Design the empty, unselected slots into a thicker dashed line style.

When a plant is selected, simultaneously display the plant’s attribute information and its corresponding animation effect.

【This feature can refer to the design of Plants vs. Zombies 2.】

  • Recommendations on Promoting Full-Platform Ecosystem Layout

Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions:

Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores:

Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions;

Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions;

Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions;

Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam.

Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness.

  • Optimization of the "Achievements" Interface

Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting.

  • Visual Optimization for Plants Transformed by the Transfiguration Eggplant

Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies.

  • Level Victory Effects

When all levels are cleared, all obstacles (such as tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear. This keeps the game interface cleaner while bringing players a sense of victory achievement and visual satisfaction.

At the moment of victory in regular levels, all plants on the field simultaneously enter a cheering mode. They convey the joy of victory through vivid gestures, allowing players to deeply immerse themselves in the scene and resonate emotionally.

This effect is also adapted for the Versus Mode — the winning side celebrates enthusiastically, while the losing side shows a dejected and droopy look. The distinct emotional contrast enhances the immersive experience of the battle!

  • Sunflower Visual Effect Optimization

Adjust the orientation of the Sunflower's flower disc from facing forward to a slightly right-tilted style similar to the Marigold. This adjustment not only maintains visual coordination and unity between the two plants' flower disc orientations but also delivers a better overall visual experience.

【If you have trouble understanding the description, please refer to the attached images!】

  • Survival Mode Plant Visual Effect Optimization

After completing the first round of battles in Survival Mode and Endless Mode, when the camera switches to the zombie camp on the right side of the lawn and the plant seed slot selection interface is active, plants must maintain dynamic effects at all times instead of appearing static.

【This feature can be referenced from Plants vs. Zombies 2.】

  • Optimization of Loading Interface Visual Effects

The loading interface has been optimized to feature a dynamic effect in the original art style, where "the petals of the Marigold are plucked off one by one and then regenerated". The background remains pure white at all times, resulting in a more concise and unified visual experience.

When entering the Zen Garden, 3 garden interfaces and 1 Wisdom Tree interface (a total of 4 interfaces) will be preloaded at one time. This can effectively avoid the problem of repeated interface loading in the current version and improve the entry efficiency and user experience.

  • Optimization of Gold Coin Display Appearance

In the current version, a money bag with a "US Dollar" icon is displayed next to the gold coins accumulated by the user. This may mislead users into thinking that these are real, withdrawable US Dollars. To prevent this situation, it is recommended to replace the money bag with the "US Dollar" icon with the stacked gold coins from the original mobile version of Plants vs. Zombies.

  • Simplified operation logic of the main interface

In the main interface, it is recommended to integrate “Mini Games", "Survival" and "Puzzle" into the "More Ways To Play" module, so that they can be accessed within this module. This will simplify the visual effect of the main interface. Additionally, there is a blinking regular zombie next to the tombstone and falling leaves. After clicking the "More Ways To Play" module, all level selection interfaces and dynamic effects should be consistent with those of the current version's "Adventure" and "Rest in Peace".

【This interface can refer to the mobile version of the original Plants vs. Zombies】

  • Optimization of the "Zombies" Module Display in the Almanac

Currently, in the "Zombies" module of the almanac, the size and appearance of each zombie corresponding to the square button icons are uneven. Players with obsessive-compulsive tendencies find this quite uncomfortable. It is recommended to fully unify the size and appearance of each zombie corresponding to the square button icons, which can optimize the visual effect while eliminating the negative sense of disharmony.

  • Optimization of Potted Plant Interaction Experience in Zen Garden

In the Zen Garden, it is suggested that when watering a potted plant, the plant triggers a pleasant animation effect and immediately produces 6 Silver Coins the moment water is applied. Afterwards, you only need to use one of the following items on the potted plant: Fertilizer, Bug Spray, or Phonograph. Using any of these three items should also generate benefits instantly upon contact. In the current version, potted plants show no animation when watered, produce Silver Coins only after watering is completed, and require multiple watering sessions—this is quite cumbersome. Simplifying the operation not only saves time and effort but also makes the plants appear more lively and vivid!

【This feature can be referenced from Plants vs. Zombies 2 International Version】

  • Optimization Suggestions for Potted Plant Interaction in Zen Garden

In the Zen Garden, for items such as the regular watering can, golden watering can, fertilizer, pesticide, and gramophone, no extra button clicks are required—simply move the item to the potted plant area to perform the corresponding action, streamlining the interaction steps.

Optimize the display style of plant demand prompts: remove the white dialogue box and retain only the core demand icons, making the interface cleaner and demand information more intuitive.

Add interactive animation effects for potted plants: triggering a pleasurable dynamic effect for the plant when watering it, applying fertilizer, using pesticide, or playing the gramophone. This enhances the interactive experience between players and potted plants, making the plants appear more vivid and lively.

Adjust the watering reward mechanism: 6 silver coins are generated instantly upon watering, eliminating the need for repeated watering actions. After applying fertilizer, using pesticide, or playing the gramophone, the potted plant will brighten up to generate rewards while simultaneously triggering the pleasurable animation. This resolves the issues in the current version—no animation for watering, delayed silver coin generation, and tedious repeated operations—saving players' time and effort and optimizing the overall operational experience.

【This feature can refer to Plants vs. Zombies 2 International Version】

  • Expansion of Level Selection Interface Operation Logic in Adventure Mode

It is suggested to add separate level selection interfaces for "First Playthrough" and "Second Playthrough" in the Adventure Mode level selection screen. Levels that have been successfully cleared should be permanently unlocked, instead of the current version where all levels except 1-1 are re-locked after completing Adventure Mode.

The Rest in Peace mode can remain unchanged. However, we strongly dislike having the failure records of Rest in Peace mode saved, and we are even more worried about them being permanently stored! It is recommended to add an option to "Delete All Failed Clearance Records" in the "Clearance Records" section of Rest in Peace mode.

  • Optimization of Sun Drop Movement Speed

In all custom mode levels at present, the movement speed of falling suns remains constant, resulting in a monotonous visual effect. It is recommended that in future versions, the falling movement speed of "Normal-form Suns" and "Future World Explosive Suns" be optimized to a non-streamlined curve—specifically, adjusting the speed from fast to slow—to enhance the layering of animation effects.

When players collect suns and fill the sun meter, the meter will flash once.

【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】

  • Customizable Sun Fall Speed

Currently, the falling speed of sun is uniform in all optional mode levels, resulting in a relatively monotonous visual effect.

It is suggested that in future versions, the falling speed of Regular Sun and Future World Explosive Sun can be independently optimized to a non‑linear speed—that is, the sun falls from fast to slow, enriching the layered animation effects.

Of course, users shall have the right to keep the original sun fall speed unchanged.

  • Optimization of All-Scene Interfaces

Add exquisite and realistic lighting and shadow effects to all scenes, including the main interface, level selection interface, in-game interface, and achievements interface. The clouds in all scenes will float slowly with the wind to add dynamic vitality, and the visual appearance of these clouds will be highly consistent with that in the Plants vs. Zombies HD version for iPad.

Lawn Terrain

It has been optimized into a neat rectangular structure similar to the lawn in Plants vs. Zombies 2, composed of neatly arranged grids.

The grids use green colors of different shades, forming an alternating pattern of light green and dark green, while maintaining the same color tone as the original version.

The white fences beside the lawn maintain a uniform vertical shape, with evenly spaced gaps between each fence to avoid an uneven visual effect.

Each white fence features a unique wood grain, preventing a "copy-pasted" appearance and creating an orderly and clean look overall.

Pool Terrain

The lawn part of the pool terrain is optimized into a neat rectangular structure similar to that in Plants vs. Zombies 2, made up of neatly arranged grids. These grids use green colors of different shades, forming an alternating pattern of light green and dark green, and retain the same color tone as the original version.

The water in the pool part has a rippling effect as if blown by the wind. It is clear and transparent, allowing visibility of the水底 (bottom of the pool) which is composed of neatly arranged grids. These grids use blue colors of different shades, similar to the sea level in the "Big Wave Beach" scene from Plants vs. Zombies 2.

Roof Terrain

The left slope has a standard parallelogram structure, and the right flat part has a neat rectangular structure, both composed of neatly arranged tile grids.

The grids are uniformly orange-red, with no cracks or other defects, and the overall color tone remains consistent with the original orange-red.

Each tile grid is separated by dark orange-red lines.

【If you don't quite understand the content of the description, you can refer to the attached photo!】

II. Game Content Expansion

  • Addition of "Daily Check-In" Mechanic to

It is recommended that this version add a reward mechanism via daily check-in. For users who forget to check in, they may complete a specific level or a designated task to retroactively claim the missed check-in rewards.

Rewards include:

Coins, Diamonds, and the following items:

500 Sun Refill

1000 Sun Refill

2000 Sun Refill

Wooden Mallet

Missing Lawnmower Supply

Limited-Time Obstacle Attack Access

Auto-Pickup Resources

  • Addition of "Cumulative Login Days" Mechanic to

It is recommended that this version introduce a cumulative login day reward system, where players can claim corresponding rewards based on the total number of days logged in. Rewards include coins, diamonds, and various items, achieving a win-win situation of entertainment + rewards.

Examples:

100 cumulative login days: 20,000 Coins + 20 Chocolates + 50 Insecticides + 30 Auto-Pickup Resources uses + 30 Wooden Mallet uses + 15 500 Sun Refill uses…

200 cumulative login days: 50,000 Coins + 30 Chocolates + 60 Insecticides + 50 Auto-Pickup Resources uses + 50 Wooden Mallet uses + 10 1000 Sun Refill uses…

300 cumulative login days: 80,000 Coins + 40 Chocolates + 70 Insecticides + 60 Auto-Pickup Resources uses + 60 Wooden Mallet uses + 20 1000 Sun Refill uses…

500 cumulative login days: 100,000 Coins + 50 Chocolates + 80 Insecticides + 80 Auto-Pickup Resources uses + 80 Wooden Mallet uses + 25 1000 Sun Refill uses…

1000 cumulative login days: 500,000 Coins + 100 Chocolates + 180 Insecticides + 100 Auto-Pickup Resources uses + 100 Wooden Mallet uses + 30 2000 Sun Refill uses…

  • Expansion of Coin Collection Methods in the Zen Garden

After feeding Stinky the Snail in the Zen Garden chocolate, Stinky the Snail will continue to collect coins produced by the potted plants even if you exit the Zen Garden. When you return to the Zen Garden again, a line of text will appear: "While you were away, Stinky the Snail collected XXX coins!" This allows you to gain benefits without staying on the Zen Garden interface continuously. We also hope that chocolate can be obtained by watching ads and completing various tasks—each ad watched grants 1 chocolate. We strongly recommend implementing this suggestion!

【This feature can refer to Plants vs. Zombies (Original Mobile Version)】

Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!

7 Replies

  • Some of the ideas care cool, but I don't like the idea of having to watch an ad to get suns (Then it'll just be like emulating a phone game on console/pc).

    • Introduction of Plant Automatic "Mini Ultimate Skill" Mechanism

     

    To retain the original core experience of the first generation, Plants vs. Zombies: Replanted will not add the Chlorophyll element, avoiding damage to the original gameplay feel of the first generation. For this reason, a plant level cultivation system is specially introduced. By upgrading plants from the "Regular" level to the "Mastery" level, the automatic "Mini Ultimate Skill" mechanism is unlocked, which will not damage the core concept of Plants vs. Zombies: Replanted's original flavor at all! The entire process requires no seed packets, additional currency or props, and can be completed only by consuming gold coins.

    1. Level Upgrade Consumption Rules

    Regular Original Cards (White Cards): Only 3000 gold coins are needed to cultivate a plant from the Regular level to the Mastery level.

    Regular Purple Cards: Only 5000 gold coins are needed to cultivate a plant from the Regular level to the Mastery level.

    2. Core Features of Mastery Level "Mini Ultimate Skill"

    Plants upgraded to the Mastery level will automatically release a "Mini Ultimate Skill" at fixed intervals.

    The effect of this ultimate skill is far weaker than the Chlorophyll ultimate skill in Plants vs. Zombies 2, and the release process does not produce sunlight or consume any currency or props. It is triggered automatically throughout the process without player intervention.

    3. Examples of Plant "Mini Ultimate Skill" Effects

    Each Sunflower on the field: Automatically produces 75 sunlight every 30 seconds.

    Each Twin Sunflower on the field: Automatically produces 100 sunlight every 30 seconds.

    Each Wall-nut on the field: Automatically restores 100 health points every 30 seconds and maintains an invincibility state for 5 seconds.

    Each Kernel-pult on the field: Throws 3 butters at the target every 30 seconds; if the target does not appear temporarily, the butters will be retained until the target appears before being thrown.

    【This feature can refer to the Laser Bean, Fire Peashooter, etc., in the discontinued Plants vs. Zombies (Original) Mini Program, as well as the Laser Bean, Fire Peashooter, etc., in the discontinued Plants vs. Zombies: Endless Version.】

    • Addition of Time-space Secret Realm & Stalemate Escape

     

    The core positioning of Plants vs. Zombies: Replanted is to retain the original flavor of the first generation and carry out appropriate optimization and innovation. It is recommended to steadily add limited-time secret realms, permanent secret realms and Stalemate Escape gameplay.

    Priority can be given to launching lightweight permanent secret realms, which fit the classic tower defense framework of the first generation, do not introduce complex mechanisms, avoid damaging the core experience, and do not add too many cumbersome settings (you can refer to the level progression logic of the Time-space Secret Realm and the core gameplay framework of Stalemate Escape in the Chinese Server); a small number of limited-time secret realms can be launched with version updates, creating simple secret realms that fit the nostalgic atmosphere of Plants vs. Zombies: Replanted. At the same time, it should take into account the basic gameplay logic of other secret realms such as the Time-space Secret Realm and Fairy Tale Secret Realm in the Chinese Server.

    Rewards should be mainly gold coins and basic props, and the grind level should be controlled to adapt to the casual and nostalgic player group of Plants vs. Zombies: Replanted. At the same time, it can be combined with newly added modes such as "Rest", so that the secret realm and Stalemate Escape gameplay can naturally integrate with the existing new content without disconnection.

    【You can learn from the mature designs of the Time-space Secret Realm and Stalemate Escape in Plants vs. Zombies 2 Chinese Server, but you still need to focus on the core positioning of Plants vs. Zombies: Replanted: "Retain the original flavor of the first generation and carry out appropriate optimization and innovation.”】

    • Reinstate All Version-Exclusive Mini-Games from the Original Game

     

    We earnestly hope that this version will integrate all version-exclusive mini-games from Plants vs. Zombies: Original Version, such as:

    HD version-exclusive mini-game: Buttered Popcorn

    NDS version-exclusive mini-games: Air Raid, Heavy Weapon, Bomb All Together, Zombie Trap, Heat Wave, Heat Wave 2, Home Run Derby

    Mini-games exclusive to the mini-program version (now removed from availability in mainland China): Big Eater, Column Like You See 'Em 2, Dr. Zomboss's Revenge 2

    Mini-games exclusive to other unknown versions: Seeing Stars 2, Zombie Nimble Zombie Quick 2, Slot Machine 2

    • The "Pause Key" from the Original Version Makes a Return

     

    In Plants vs. Zombies: Original Version, pressing the Spacebar on the keyboard would trigger the pause function and spawn an animated Newspaper Zombie. We hope this feature can be brought back!

    • Expansion of Crazy Dave's Shop Inventory

     

    Players who did not pre-order Plants vs. Zombies: Replanted but purchased the game after its official release can obtain the Retro Peashooter skin by spending coins or completing quests. This will effectively make up for their sense of regret!

    • 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 received a content upgrade, 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 and battle 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 both sides must agree on the same number of defense lines for victory judgment.

    Plant Roles & Gameplay:

    Plant lineups are divided into three categories: 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. Players can choose between two options—"Plant Sunflowers to increase 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 by competing for them or consuming additional sunlight. Bonus effects cannot be stacked.

    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 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 lineup of zombies from different factions, and the first player to get their zombies to reach the opponent’s territory endpoint wins the match.

    Resource & Enhancement Rules:

    Brain Mechanic: Brains are independently allocated. Players can choose between two options—"Plant Gravestones to increase 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 by competing for them or consuming additional brains. Bonus effects include "Movement Speed Boost", 

    "Health Increase", and "Control Immunity", and cannot be stacked.

    Obstacle Traps: Players can deploy Spike Traps and Slow Mucus to interfere with the opponent, who must flexibly adjust their zombies’ movement routes to avoid risks.

    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.

    Consuming an item similar to Plant Food can trigger a zombie’s ultimate ability.

    Plant vs. Zombie Confrontation Dimension

    Core Mechanic:

    Player A (Plant Side): Objective is to "compete for core resource points + destroy 3 of the opponent’s defense lines".

    Player B (Zombie Side): Objective is to "get zombies to reach the opponent’s territory endpoint first".

    Rules for Player A (Plant Side):

    Plant Roles: Follows the three-category system (Offensive, Defensive, Functional) with clear division of labor.

    Sun Mechanic: Two-option mode (Plant Sunflowers / Automatic Charging Mechanic).

    Random Bonuses: Can obtain bonuses by competing or consuming sunlight (cannot be stacked).

    Enhancement & Upgrade:

    Enhancement Options: Consume 500 points of sunlight to separately increase cooldown reduction by 20%, attack speed by 20% (animation remains unchanged), and health points by 15%. Offensive plants can additionally gain bonuses such as "Knockback/Stun/Venom". A single enhancement can be stacked up to 3 times, and the slot level can be upgraded up to 3 times.

    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.

    Rules for Player B (Zombie Side):

    Brain Mechanic: Two-option mode (Plant Gravestones / Automatic Charging Mechanic).

    Random Bonuses: Can obtain bonuses by competing or consuming brains (cannot be stacked).

    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/Control Immunity". A single enhancement can be stacked up to 3 times, and the slot level can be upgraded up to 3 times.

    Obstacle Traps: 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.

    Consuming an item similar to Plant Food can trigger a zombie’s ultimate ability.

    Additional Gameplay Settings

    New Terrain Types: Two unique terrain types—Roof Terrain and Right-side Sea Level Terrain—can be added. Exclusive plant slots are configured for these two terrains, expanding the number of plant slots to 8. The Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default, with neither Flower Pots nor Lily Pads occupying slot positions.

    Mode Entrances: The three confrontation dimensions can be set as independent battle entrances or unlocked as advanced gameplay within the existing "1v1 Duel" mode.

    Rank & 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 Showdown" mode, supporting room creation/quick match (rank ±1 level), friend system, text chat (with sensitive word filtering), and reconnection mechanism.

    Reference for Plant vs. Zombie Confrontation Dimension: Plants vs. Zombies: Reimagined. It is expected that the two-player battle mode in the current version will simultaneously implement online multiplayer and friend-adding functions.

    • Expansion of Co-op Mode Features

     

    The co-op mode should no longer be limited to local multiplayer. A new online matchmaking feature should be added, allowing players to team up with teammates via the internet to complete co-op levels together. Players can send friend requests to their co-op partners, and afterwards, they can team up to participate in the 2v2 Offense and Defense

    • Reinstate All Version-Exclusive Achievements from the Original Game

     

    We earnestly hope that this version will integrate all version-exclusive achievements from Plants vs. Zombies: Original Version, such as:

    Absolute Zero, Root Out, Flower Power, Demolition Expert, One-Man Army, Spicy Storm, Five Cannons Blasting, Crushing Blow, Misty Rain, No Swimming, Lucky Streak, Tornado, Senior Gardener, Impenetrable…

    • Addition of "Supply" Function in Endless Mode

     

    It is suggested to add Endless Mode for "Day", "Night", "Fog", and "Roof" terrains in the "Survival Challenge" module. Users will receive the following supplies after completing every 4 waves of zombies:

    2 Mallets 【Accumulated Mallets can be used in other levels】

    2 Lawn Mowers 【Only appears when at least one Lawn Mower has been lost】

    10 Ladders from Ladder Zombies 【In Endless Mode, Ladders from Ladder Zombies are frequently used by experienced players. The only way to use them is to place them next to Pumpkin Heads to prevent the latter from being eaten by Imps thrown by Giants】

    • Purchase of Potted Plants in Gift Box Form Supported in the Store

     

    Crazy Dave's Store allows users to purchase potted plants in the form of gift boxes. There are two types of such potted plants in total:

    Regular potted plants: These are the same type of potted plants that drop after defeating zombies, priced at 7,500 gold coins. They can be any type of potted plant, and the probability of obtaining each type of potted plant must remain consistent.

    Golden-appearance potted plants: Priced at 15,000 gold coins, they can be any type of potted plant except those already present in the Zen Garden. Additionally, the probability of obtaining each of these eligible potted plants must be consistent.

    • Expansion of "Mini-Games" Content

     

    Building on the original version, "Mini-Games" will include more interesting elements, such as:

    Expansion of the "bowling" element in "Wall-Nut Bowling". Detailed explanations are provided below.

    In "Zombiquarium", the variety of zombies will be more abundant. Additionally, various marine creatures will appear to attack zombies—you can eliminate these marine creatures by clicking on them to prevent them from attacking more zombies, and so on.

    • Expansion of the conveyor belt level mechanism

     

    In conveyor belt levels, the plant slots that appear are not limited to the default selected ones. It is recommended to support the selection of desired plant slots for use in conveyor belt levels.

    • New Characters'

     

    It is suggested that unique plant heroes, zombie heroes, plants, zombies, as well as Penny, Nate Timely, Patrice Blazing from the official Chinese versions of Plants vs. Zombies 1 (including but not limited to the Westward Journey version, the Great Wall version, the Kingdom version), Plants vs. Zombies: Heroes, Plants vs. Zombies 2 and Plants vs. Zombies 3 be introduced into this version, along with innovative gameplay and mechanisms. This will not only attract more players to Plants vs. Zombies Replanted, but also keep the classics alive and enhance the game's long-term appeal and competitiveness!

    • Traitor Plant gameplay

     

    The so-called traitor plants are villainous characters planted on specific grids, usually with high health points. After eliminating a traitor plant, not only will you get twice the sun value of that plant in return, but you can also plant your own plants in its original position. For example:

    The Traitor Peashooter will attack our plant camp;

    The Traitor Squash will crush our plants and cause damage;

    The Traitor Sunflower will deduct the collected sun, but eliminating it will return all the deducted sun.

    More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth.

    • Chinese Version-Exclusive Element "Divine Artifact"

     

    In the Chinese server of Plants vs. Zombies 2, the Divine Artifact system brings rich tactical options to the game and significantly changes the battlefield situation. The higher the level of a Divine Artifact, the more powerful its effect! It is recommended to introduce the "Divine Artifact" element into this version!

    • 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.

    • Exclusive Chinese Version Element: "Artifact"

     

    In the Chinese version of Plants vs. Zombies 2, the Artifact system provides a wide range of tactical options and significantly changes the battlefield situation — the higher the Artifact level, the more powerful its effects! It is recommended to introduce the "Artifact" mechanic into the Refitted Plant Version!

    【A tutorial on how to use "Artifacts" and how to use them for fast farming must be provided to all users. If you do not fully understand the description, you may refer to the attached video!】

    • 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

    • Expansion of "Wall-nut Bowling" Mode

     

    Explode-O-Nut: In this version, the plant’s appearance should not be the solid red color of the original Explode-O-Nut; instead, it should maintain visual consistency with the Explode-O-Nut from Plants vs. Zombies 2.

    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 two 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 "nuts".

    【If you do not fully understand the described content, you can refer to the attached video!】

    III. Optimization of Plant and Zombie Mechanisms

    • Animation Optimization for Sunflower, Sun-shroom, and Marigold

     

    When Sunflower, Sun-shroom, and Marigold produce sun, gold coins, and silver coins, their animation effects are no longer limited to a single glowing effect. During the resource production process, the plants will not only have a glowing face but also display more vivid "happy" dynamic movements. After the animation ends, they will return to their normal state. In addition, the facing direction of the plants has been uniformly adjusted: previously, Sunflower’s face faced forward, and it is now recommended to adjust it to the right-facing direction consistent with Marigold (i.e., facing the front of the lawn), presenting a side view.

    【This feature can refer to the international version of Plants vs. Zombies 3.】

    • Sound Effect Optimization for Pea-type Plants’ Projectile Firing

     

    When any pea-type plant (e.g., Peashooter & Gatling Pea & Threepeater & Fire Peashooter…) is planted in a level and fires pea projectiles, it will trigger a “pop!” sound effect instead of the “fwoosh!” sound effect used in the current version. This adjustment will unify the sound effects for both normal attacks and ultimate skills of pea-type plants!

    【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】

    • Tall-Nut Function Expansion

     

    When Balloon Zombies come into contact with Tall-Nuts, they will gnaw on the Tall-Nuts instead of directly jumping over them and continuing forward, which strengthens the all-type blocking effect of Tall-Nuts.

    • Umbrella Leaf Function Expansion & Appearance Upgrade

     

    It is recommended to add white flower decorations to the Umbrella Leaf;

    It can bounce the Imp Zombies thrown by Gargantuar Zombies to the right of the Umbrella Leaf, and support continuous relay between multiple Umbrella Leaves to finally bounce the airborne Imp Zombies out of the field, enhancing defensive linkage.

    【This feature can refer to the Chinese server of Plants vs. Zombies 2】

    • Gatling Pea Performance Expansion

     

    It is recommended to integrate the appearance and animations of the current version of Gatling Pea with those in Plants vs. Zombies 2 and Plants vs. Zombies 3. The metal tubes in Gatling Pea’s mouth should remain automatically hidden in the regular state, only briefly exposing when shooting peas, and immediately hiding after firing 4 bullets. The appearance of the current version of Gatling Pea is already outdated; this suggestion can avoid inconsistent visual effects and bring a fresh experience to players!

    Gatling Pea always supports fusion with other elemental peas through overlapping planting, regardless of the planting order (planting Gatling Pea first or other elemental peas first). Compatible pea types include: Fire Pea, Ice Pea, Electric Pea, Venom Pea, Shadow Pea, Primal Pea, Chomper Pea, and Threepeater Pea. The game planning department can further expand the fusion possibilities by adding new pea elements in the future!

    Gatling Pea will upgrade once after every 6 consecutive pea launches, with a maximum level of 3. At Level 1, Gatling Pea fires 4 peas per shot; at Level 2, it fires 5 peas per shot; at Level 3, it fires 6 peas per shot.

    【This feature can refer to the Super Gatling Pea in the Chinese version of Plants vs. Zombies 2】

    • Optimization of Hypnotic Mushroom Tactics

     

    After a zombie finishes eating the Hypnotic Mushroom, the zombie will be healed to full health.

    • Appearance Optimization for Coffee Bean

     

    Before being used, Coffee Bean will always maintain its appearance with wings—this setting also applies to its display effect in the almanac. When Coffee Bean is digested by mushrooms, its wings will show a digestion animation process together with its main body, ensuring the consistency of the appearance performance.

    • Optimization of Doom-shroom's mechanism

     

    After Doom-shroom explodes, the pothole left behind is in a state with sparks and has the effect of burning zombies. Zombies eliminated by the pothole during this period turn to ashes. After the pothole exists for a period of time, the burning effect in the pothole weakens accordingly. Finally, when the pothole disappears completely, the burning effect in the pothole also vanishes.

    • Dynamic effect of the Hypno-shroom's cap

     

    Change the Hypno-shroom's cap effect from a single texture to a dynamic one, making it more agile and realistic in the game. The dynamic cap effect can not only enhance the game's visual performance but also allow players to more intuitively feel the Hypno-shroom's function, enhancing the game's immersion.

    【This feature can refer to the international version of Plants vs. Zombies 2.】

    • Optimization of the bullet tracking of the Cattail

     

    After the Cattail eliminates a zombie, the remaining bullets should automatically attack the next target instead of flying out of the field. This can make full use of the Cattail's attack resources, improve its attack efficiency, make its performance in the game more outstanding, and also meet the players' expectations for efficient attacking plants. 

    【This feature can refer to the Chinese version of Plants vs. Zombies 2.】

    • Optimization of the disappearance animation of the Blover

     

    When the Blover disappears, add animation effects of gradual transparency and slow rotation speed. This delicate animation performance can make the visual effects of the game more smooth and natural, enhance the players' visual experience, and make the disappearance process of the Blover in the game more aesthetic and ritual.

    【This feature can refer to the international version of Plants vs. Zombies 2.】

    • Function expansion of Cactus

     

    When the Cactus is close to zombies, it will transform into Spikeweed, launch spines with piercing effects, and grow taller to hit the balloons of Balloon Zombies.

    【This feature can refer to the international version of Plants vs. Zombies 2.】

    • Function expansion of the Torchwood

     

    When the Torchwood is eliminated or removed, it will trigger the effect of the Jalapeno. At the same time, it has high health points, and when zombies approach, it can attempt to attack zombies within a close-range 1x3 area.

    Examples: It can ignite projectiles fired by Cattail, Puff-shroom, Fume-shroom, Sea-shroom, Scaredy-shroom, Gloom-shroom, Cactus, Starfruit, and other plants!

    【This feature can refer to both the Chinese version and international version of Plants vs. Zombies 2.】

    • Adjustment of Group Damage for Tangle Kelp

     

    The current single-target damage effect of Tangle Kelp has limited effectiveness against clustered zombies. It is recommended that when zombies approach, Tangle Kelp can simultaneously deal damage to multiple zombies within a 1-tile range. This can significantly enhance its practicality and tactical value in the game, providing players with more effective choices for water-based defenses.

    It is recommended to integrate the appearance and animations of the current version of Tangle Kelp with those from Plants vs. Zombies 2 and Plants vs. Zombies 3. The current design of Tangle Kelp is outdated; this adjustment will avoid inconsistent visual effects and bring a refreshing experience to players!

    • Garlic and Nut Wrap Adaptation

     

    The current usage of Garlic and Nut Wrap has certain limitations. It is recommended to make Garlic applicable to "Nut Wrap" to increase strategic combinations and fun in the game.

    • Expanded Target Ranges for Plants

     

    Threepeater:

    If placed in the grid at the edge of the lawn, it will fire 2 projectiles in the middle row within its range, and 1 projectile in the 1st or 3rd row of its range. This optimization can effectively reduce resource waste.

    • Zombie Appearance Adjustment

     

    It is recommended to unify the head appearances of the Balloon Zombie, the Bungee Zombie, and the Dolphin Rider Zombie to be the same as that of the Common Zombie, making their visual effects more consistent.

    When zombies are eliminated by bullets carrying fire, their bodies turn to ashes instead of losing their heads.

    Change the appearance angle of the Bungee Zombie to be consistent with the appearance angle of the Common Zombie which faces left, while still retaining the feature of sticking out its tongue.

    When the Dolphin Rider Zombie appears, it is always in a state where it can be attacked. This includes, but is not limited to, the time period when the Dolphin Rider Zombie throws the dolphin onto the water surface, during which it can also always be attacked.

    Once the newspaper of the Newspaper Zombie comes into contact with substances with burning properties—such as lava or flaming bullets—it will trigger the exclusive effect of the newspaper being burned by flames, enhancing the detailed expressiveness of the battle scene.

    • Optimization of Behaviors After Eliminating Zombies

     

    Once the zombie's head is knocked off, its body should fall down immediately. This can not only reduce the waste of fired bullets, but also enable pitcher-type plants to attack the next target instead of hitting the zombie's body, which is beneficial to improving efficiency.

    After a zombie is eliminated by a Fire Peashooter's bullet, its body should turn into ashes instead of just having its head knocked off.

    Standardize the animation time period for each zombie that turns into ashes simultaneously, making the visual effects more coordinated and comfortable. 

    • Optimization of Zombie Eye Appearance

     

    It is recommended to optimize the appearance of zombies' eyes to a more three-dimensional mirror effect, as if covered by a layer of crystal ball, making their characters more exquisite and beautiful.

    • Optimization of Animation Integrity for Three Zombie Types

     

    Pole Vaulting Zombie & Dolphin Rider Zombie: Improve the animation where they cannot jump over Tall-Nuts. The suggested optimization is as follows:

    When the Pole Vaulting Zombie collides with a Tall-Nut during its jump, it falls down, and a double-circle alternating dizziness animation appears above its head. After that, it either starts gnawing on the Tall-Nut or continues moving forward.

    When the Dolphin Rider Zombie collides with a Tall-Nut during its jump, it falls into the pool, and a double-circle alternating dizziness animation appears above its head. After that, it either starts gnawing on the Tall-Nut or continues moving forward.

    Ladder Zombie: When facing plants with high health points such as Nuts, Tall-Nuts, and Pumpkin Heads, adjust the ladder-placement animation to a 3D animation effect where Side A flips to Side B, so as to enhance the texture of the movement.

    • Reinstate Exclusive Visual Effects from Other Versions of Plants vs. Zombies: Original Version

     

    The Android TV and PS versions of Plants vs. Zombies: Original Version feature an exclusive visual effect: zombies have a low chance of choking to death when they repeatedly gnaw on tough plants. It is recommended that this effect be reinstated in the current version.

    IV. Adjustment of Music and Sound Effects

    • Music adjustment

     

    Replace all music themes with versions other than the (In-Game) series. We are tired of the (In-Game) versions. For example, use Loonboon instead of Loonboon (In-Game), Grasswalk instead of Grasswalk (In-Game), Crazy Dave (Intro Theme) instead of Crazy Dave (In-Game), and so on.

    This also applies to the dynamic music system. The new music series can provide players with a brand-new auditory experience, prevent aesthetic fatigue from listening to the same tracks for an extended period, create a richer and more diverse game atmosphere, and enhance player immersion.

    V. Optimization of Game Operation and Functions

    • Optimization of Rest in Peace Mode Policy

     

    In Rest in Peace Mode, the clear record interface should provide an option to "Clear all failed clear records". We don’t want failed clear records to be saved at all! We’re even more afraid they’ll be retained permanently! So we urgently need this option — otherwise, players with obsessive-compulsive tendencies will feel really uncomfortable!

    In Rest In Peace Mode, if the player has not selected the mandatory plants required for the current level (e.g., has not selected Sunflower, Twin Sunflower, or Sun-shroom for generating sun; has not selected Blover or Cactus in levels with Balloon Zombie; has not selected Umbrella Leaf in levels with Catapult Zombie; has selected Gatling Pea but not Repeater), the player shall be allowed to restart the current level directly. This will not erase previous level progress and will simply restart the current level immediately!

    • Items Added to Level

     

    Items including 500 Sun Refill, 1000 Sun Refill, 2000 Sun Refill, Wooden Mallet, Missing Lawnmower Supply, Limited-Time Obstacle Attack Access, and Auto-Pickup Resources will appear as usable items within levels.

    In levels, the ways to obtain items are not limited to coin purchases; players can also earn usage counts by completing missions. When an item runs out of uses, the game can directly jump to the All Items window for purchase, and they can also be bought in the shop using coins.

    When the Limited-Time Obstacle Attack Access item is used, tombstone-type obstacles can be attacked by plants for 6 minutes.

    When the Auto-Pickup Resources item is used, the player automatically collects sun, diamonds, coins, silver coins, and Zen Garden plants.

    The item duration is 20 minutes, during which resources are collected automatically; after the time expires, manual collection is restored.

    Item usage time is only deducted upon victory in a level; no duration is consumed if the level is failed or exited.

    • New Addition of Gen 2 "Power-Ups" Gameplay to

     

    It is recommended to introduce the Power-Ups gameplay from the international version of Plants vs. Zombies 2 into the Replanted Version, allowing Power-Ups to turn the tide in critical battles and change the course of the match.

    These include: Bungee Blades, Ice Finger, Fire Finger, Levitate Finger, and Zap Finger.

    They can coexist with the items mentioned above without conflict.

    • Items Added to Levels

     

    Items including “Refill 500 Sun”, “Refill 1000 Sun”, “Refill 2000 Sun”, “Mallet”, “Replenish Missing Lawn Mowers”, “Limited-Time Obstacle Attack Permission” and “Auto-Pickup Resources” will appear as usable items in levels.

    In levels, the ways to obtain these items are not limited to purchasing with coins; usage counts can also be obtained by completing quests. When any item runs out, players can directly jump to the “All Items” window to purchase more. These items can also be bought with coins in the store.

    After using the “Limited-Time Obstacle Attack Permission” item, tombstone-type obstacles can be attacked by plants for 6 minutes.

    After using the “Auto-Pickup Resources” item, players can automatically collect sun, diamonds, coins, silver coins, and Zen Garden plants.

    The item duration is 20 minutes, during which resources are collected automatically. After the duration ends, manual collection will be restored.

    The item usage time is only deducted when the level is won; no duration is consumed if the level is failed or exited.

    • Optimization of the functions of each button within the level

     

    Press the Space key to pause the level, which will simultaneously trigger the animation display of the Newspaper Zombie.

    Adjust the "Menu" button in the level to a square "Pause" icon. After pausing the level, change the "Pause" icon to a triangular "Play" icon. Moreover, the "Pause" button & "Play" button should remain usable at all times, regardless of whether the level is in a paused or resumed state. Even when the level is paused, the "Speed Up" button should still be usable at all times.

    Adjust the position of the "Speed Up" button from the bottom-right corner to the top-right corner. The "Speed Up" button should be placed to the left of the "Pause" icon, and its appearance size should be consistent with that of the "Pause" button & "Play" button.

    Press and hold the "Speed Up" button in the top-right corner: the button will switch to a 4-speed slider. Drag the slider (without releasing it) to adjust the speed in real time; once released, it will automatically revert to the regular button state.

    Speed can be adjusted either by pressing the shortcut key or dragging the slider:

    In the 1x speed state, press the Enter key to switch to 1.5x speed, 2x speed, and so on in a looping sequence.

    For example: In the 1x speed state, press the number key 2 to switch directly to 1.5x speed; press 5 to jump directly to 2.5x speed; press 1 to revert directly to 1x speed.

    In Rest Mode: When any zombie moves to the grid in columns 1, 2, 3, or 4, the "Speed Up" button will be immediately disabled and turned off. The "Speed Up" button can only be used again after all zombies within the above range have been completely eliminated.

    In Normal Mode: When any zombie moves to the grid in columns 1, 2, 3, or 4, the "Speed Up" button will be turned off and restricted to a maximum speed of 1.5x. Only after all zombies within the above range have been completely eliminated can the "Speed Up" button be adjusted to a speed range between 1x and 2.5x.

    When the "Speed Up" button is pressed, add the same interface animation effects and audio feedback as those in the international version of Plants vs. Zombies 2 to make the level experience more engaging and eliminate monotony. When zombies approach the house, zombies at close range will trigger a red flashing warning visual effect, and at the same time, the "Speed Up" button will automatically adjust to 1x speed, further enhancing the tense atmosphere!

    In the plant slot selection interface of Survival Mode & Endless Mode, the buttons for "View Lawn", "View Almanac" and "Shop" are no longer single text buttons, but corresponding icon buttons to make them more recognizable: 

    The icon corresponding to the "View Lawn" button is the dynamic eyes of zombies from Plants vs. Zombies 2, and the icon is surrounded by a brown background frame.

    The icon corresponding to the "View Almanac" button is the almanac itself, with the icon enclosed in a brown background frame.

    The icon for the "Shop" button is a car key, and the icon is wrapped in a brown background frame.

    • "Endless Siege" Plant Mechanic Optimization

     

    In levels of the "Endless Siege" type, a large number of sun-producing plants such as various types of Sunflowers and Sun-shrooms can be used as sun sources before clicking "Start Battle". There is no need for any waiting after all plants are planted — once "Start Battle" is activated immediately, all Sunflowers on the battlefield will produce sun right away, while Sun-shrooms will first produce 15 sun and then grow up instantly afterward. This feature is sure to be loved by players and will improve gameplay efficiency!

    • Display an indicator before planting a plant

     

    Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green.  

    For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand.  

    For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand.  

    For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand.  

    【This feature can be referenced from Plants vs. Zombies 3】

    • Suggestions for Optimizing the Consumable Item Mechanism in the Zen Garden

     

    In the Zen Garden of the original Plants vs. Zombies, there is a mismatch between the usage logic and resource consumption of consumable items (Bug Spray, Chocolate). Specifically, if players use Bug Spray on potted plants that do not require pest control (e.g., plants already in a happy state or with no need for Bug Spray), or repeatedly feed Chocolate to potted plants that have already been fed, the corresponding item quantities will still be deducted directly. This loss is irreversible and often leads to unnecessary waste of players' resources.  

    To improve this experience, it is suggested that the consumable item deduction mechanism be adjusted in Plants vs. Zombies: Replanted. Item quantities should only be deducted when a potted plant is clearly in a state that "requires Bug Spray" (e.g., when pests are present, or the plant is not in a happy state and needs pest control) or "can accept Chocolate" (e.g., when the plant has not received the Chocolate bonus yet, or the Chocolate effect has expired). If a potted plant does not need the item (e.g., it is already in a happy state, or Chocolate is fed repeatedly), an "invalid use" judgment should be triggered, and no item quantity will be consumed—thus avoiding unreasonable resource loss.

    • Optimization of Virtual Currency Deduction Policy

     

    Gold coins, diamonds, and excess enhancement items spent within a level will only be deducted by the corresponding amount if the level is cleared successfully. If the level is failed or exited midway, the gold coins, diamonds, and excess enhancement items spent in that level will not be deducted. In addition, a prompt regarding this policy will be marked on the game pause interface. Implementing this policy can not only effectively avoid unreasonable losses but also effectively prevent the risk of user churn, while significantly improving the user experience! Therefore, we are in great need of implementing it!

    • Expansion and Classification of the Plant Slot

     

    Currently, at most 9 plant slots are far from enough for some players. It is recommended to open the function of purchasing more plant slots. At the same time, when selecting plants, classify the plant slots into two columns, namely the plant slots exclusive for white cards (10 slots) and the plant slots exclusive for purple cards (3 slots). In this way, plants of different qualities have their own independent slot areas without interfering with each other, making it more convenient and faster for players to select plants, effectively solving the problem of insufficient plant slots, and improving the strategy and operation experience of the game.

    • Expansion of gesture functions for collecting various resources

     

    Collecting sunshine ☀️, diamonds 💎, gold coins and silver coins is not limited to the click gesture. It also supports the swipe gesture and swiping the unclicked cursor to collect resources in batches.

    【This function can refer to Plants vs. Zombies 2 and Plants vs. Zombies 3.】

    • Optimization of Endless Mode Rules

     

    In Endless Mode, even if the challenge fails midway, players can still restart from the currently achieved level progress, without having to start all over again due to a single mistake. In addition, the lineup at the time of failure will not be saved; instead, the initial lineup of the current level progress will be automatically called, making the mechanism more reasonable.

    【This feature can refer to Plants vs. Zombies 2.】

    • Endless Mode Mechanism Adjustments

     

    The current plant lineup is automatically saved after the end of each round.

    Adjust the final level of Endless Mode in each world to Level 200, with a Boss challenge set every 5 levels:

    Defeating the Boss rewards generous prizes;

    Clearing regular levels also grants certain rewards;

    Completing Level 200 unlocks extremely lucrative rewards.

    This design gives Endless Mode a stronger sense of progression and accomplishment, rather than being a literal "infinite loop."

    Optimization of the Lawnmower Mechanism:

    In Endless Mode, if lawnmowers are lost, all missing lawnmowers will be automatically replenished when selecting abilities before the start of a Boss level. Additionally, any lost lawnmowers will be automatically restored every 5 rounds.

    Optimization of Failure Handling:

    After a challenge failure, there is no need to start over from the beginning—you can restart from the current level progress you have achieved. Meanwhile, the lineup used at the time of failure will not be saved; the system will automatically load the lineup from the initial stage of that level progress, making the mechanism more reasonable.

    Clearance Reward:

    After completing Level 200, extremely generous rewards will be issued, along with a prompt message: "You have completed the final level of this world’s Endless Mode. Well done!"

    VI. Benefit Optimization

    • It is recommended to introduce regular plant group purchase activities

     

    the more players participate in the group purchase, the higher the proportion of virtual currency refunded after the activity ends. After the first 4 plant group purchase activities are completed and the currency refund is processed, the next batch of group purchase activities will be launched immediately. Meanwhile, the activity interface should fully display all plants scheduled for group purchase to help players plan their participation in advance.

    • It is proposed to introduce the popular gift code mechanism from the Chinese server to the international server

     

    After obtaining a gift code, players can directly paste it from the clipboard into the gift code input box in the game. Upon successful redemption, they can receive generous rewards such as plants and virtual currency, thereby enhancing player engagement and game stickiness.

    • Achievement Function Expansion

     

    By completing and activating the corresponding achievements, you can unlock exclusive rewards, adding a stronger sense of ritual to every accomplishment.

    VII. Matters Needing Attention

    • 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.

     

    • Please do not implement a policy that requires deducting stamina points before playing main storyline levels.

     

    • Please do not implement any reward systems through paid monetization channels.Rewards may only be obtained by consuming in-game virtual currency or completing quests.

    • Please do not include chlorophyll elements. It is necessary to retain the original gameplay while continuously innovating to strike a balance between the two.

     

    The above are some of my suggestions and feedback on Plants vs. Zombies Replanted. 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!

  • 9797449's avatar
    9797449
    Seasoned Traveler
    2 months ago

    some of these things would be cool if they were added

     

  • AppleDisney's avatar
    AppleDisney
    New Scout
    2 months ago

    Yes, we sincerely appreciate your recognition and valuable suggestions! 😊

  • 9797449's avatar
    9797449
    Seasoned Traveler
    2 months ago

    however, there should be no ads because this is a paid experience, even if ads would be optional, they would break the immersion by having a popup sowhere on the screen

  • AppleDisney's avatar
    AppleDisney
    New Scout
    2 months ago

    You do have a valid point with solid factual grounds, but some players actually need this feature—myself included, as we rely on watching ads to gain rewards. The game team could increase the rewards players get after watching ads; for instance, offering 3,000 gold coins per ad view. This would effectively ease the negative feelings caused by the ads.😊

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