Forum Discussion

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AppleDisney
Seasoned Rookie
2 days ago

Dear Development Team of Plants vs. Zombies Replanted Version:

The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game.

【We really, really need these optimizations! It should be appropriately centered on users. Thank you very much for taking the time to read my feedback. I look forward to continuous improvements in the future to bring a more excellent experience to users. Thank you!】

I. System Adaptation and Interface Optimization

  • Optimization Suggestions for Dynamic Welcome Interface

When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile.

The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! 

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.

  • New Visual Options

It is recommended to provide two visual effect options, namely "ultra-high perspective", "high perspective" and "low perspective", for all game interfaces. 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.

  • Size Adaptation for the Pad End

With the popularization of full-screen Pads, it is recommended to carry out full-screen adaptation for the Pad end. Optimize the layout of the game interface, and provide high-field-of-view and low-field-of-view options for the Pad. Make full use of the display area of the full screen to make the game screen more full and beautiful. At the same time, enhance the convenience of operation, avoid current issues such as black borders or incomplete screen display, and bring a better visual and operational experience to Pad players. 

  • Multi-language Adaptation

Currently, there are a large number of players from different countries and regions in the international version, especially a huge Chinese player group. To meet the needs of global players, it is recommended to add support for multiple languages, such as Chinese, Japanese, Korean, Russian, Hindi, Malay, etc. This can not only eliminate language barriers, enable players to better understand the game content and instructions, but also significantly enhance the game's attractiveness and competitiveness in the international market and promote the globalization development of the game.

  • Suggestions on Promoting the Ecological Layout of the Whole Platform

Currently, the Huawei HarmonyOS Next system has enormous market potential. It is recommended to prioritize the in-depth adaptation of products to the mobile and PC ends of this system. At the same time, a cross-platform cloud data interconnection system should be constructed to comprehensively cover mainstream operating systems and devices such as Apple (iOS, iPadOS, macOS, visionOS, tvOS), Huawei (HarmonyOS),Google (Android, Android TV), and Microsoft (Windows x86, Windows x64, Windows Arm). By achieving real-time synchronization of data such as game progress, saves, and personalized settings, the barriers to device switching can be eliminated, creating a seamless gaming experience for users, and further improving user retention rate 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.

  • Optimization of All Scene Interfaces

All scenes (such as the main interface, level selection interface, in-level interface, and achievement interface) are endowed with extremely stunning and realistic light and shadow effects. Moreover, the clouds in all scenes will float slightly with the wind.

The lawn terrain is optimized to be a perfect cuboid-structured lawn like that in Plants vs. Zombies 2. The white fences beside the lawn point in a uniform vertical direction, instead of having an uneven visual effect.

II. Game Content Expansion

  • 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.

  • Adjustment of In-level Buttons

Adjust the "Menu" button within the level to a "Pause" icon. After pausing the level, change the "Pause" icon to a triangular "Resume" icon. Moreover, whether the level is paused or resumed, the "Menu" button should always be available.

Add an "Accelerate" button within the level. Even when the level is paused, the "Accelerate" button should always remain available. 

  • 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.

  •  "Wall-nut Bowling" returns

Primal Wall-nut: It directly passes through the same row, deals damage to 2 zombies, and then immediately splits into 2 small Primal Wall-nuts. These split nuts move in 2 directions to deal damage to targets in other rows.

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

Jackfruit (菠萝蜜 a China-exclusive plant): It directly passes through each zombie in the same row, leaving jackfruit pulp behind each zombie. Zombies will delay their movement by gnawing on the jackfruit pulp.

Frost White Hair Dan (寒霜白毛丹 a China-exclusive plant): Unknown

Greedy Snapdragon (贪吃龙草 a China-exclusive plant): Unknown

It is suggested that the international server development team could create entirely new types of bowling.

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

  • Introduction of New Mechanic: Exclusive Chinese Server Element "Artifacts"

In the international server of Plants vs. Zombies 2, the artifact system brings a wealth of tactical options to the game, significantly altering the battlefield dynamics. The higher the rank of an artifact, the more powerful its effects!

The Divine Wind Artifact can summon divine winds to repel all zombies on the field and gather them into a single grid, derived from the Onmyoji Zombie. It not only enhances the attack and defense attributes of ninja-type plants but also creates divine winds in random rows at intervals. Additionally, the divine wind from its active skill has a chance to directly blow away small and medium-sized zombies.

The Lightning Artifact, originating from the Lightning Gun Zombie, attaches random electric charges to all zombies on the field, with positive and negative charges having different debuff effects. It can boost the attack and defense attributes of lightning-type plants, strike 5 random zombies on the field with powerful lightning at intervals, and when a charged zombie dies, there is a chance to conduct random charges to nearby zombies.

The Pot-Throwing Artifact, obtained from the Roman Siege Tower Zombie, throws 10 wonderful pots onto the field when used, which may contain plants, sun, or zombies. This artifact can enhance the attack and defense attributes of projectile-type plants, airdrop a supply pot onto the field at intervals, and as the artifact level increases, the items in the pots become stronger.

The Healing Artifact, held by the Healer Zombie, releases powerful magic that can restore health to plants on the field and grant them invincibility. It can improve the recovery effect of all plants, restore a certain amount of health to plants on the field at intervals, and the active skill also brings an additional attack speed bonus for a period of time.

The Octopus Artifact, derived from the Octopus Zombie, summons octopuses to entangle all small and medium-sized zombies on the field to slow their progress. It can enhance the attack and defense attributes of plants with animal characteristics, drop several octopuses at intervals to entangle the nearest zombies, and zombies entangled by octopuses take a certain amount of damage per second, and it can even entangle large zombies.

The Shield Artifact, originating from the Electromagnetic Shield Zombie, creates a large shield covering 5 lanes, pushing zombies back in the direction of their attack. It can increase the health of defensive plants, and plants will generate a shield for protection when they are not attacked for a period of time. Moreover, small and medium-sized zombies no longer reduce the movement speed of the large shield.

The Arcade Artifact, from the Arcade Zombie, starts an arcade game and summons pixel peashooters; rapidly clicking the screen allows them to fire bullets. It can enhance the attack and defense attributes of energy-type plants. After the arcade game ends, the pixel peashooter remains for an additional period of time, and the pixel peashooter can be upgraded to fire more types of bullets.

The Time Artifact can rewind time, making all enemies return to the starting point, but the zombies' health is also fully restored, inspired by the Timetwister. It can reduce the rest time of plants. After the active skill is activated, it additionally creates a time barrier to stop everything within the barrier, and can also create an acceleration barrier to help plants gain an advantage.

The Gacha Artifact starts a gacha machine, which rolls out three gacha results, and different effects are obtained according to the rolling results, derived from the "Happy Gacha" event. It can enhance the attack and defense attributes of plants with probabilistic special attacks. If three identical gachas are not rolled once, the next time it will definitely roll three identical gachas (reset every game), and the items in the gacha artifact will become better.

The Rocket Artifact, from the Rocket Launcher Imp Zombie, fires a large number of rockets that explode upon contact with zombies, causing damage and repelling them. It can enhance the attack and defense attributes of plants in the Arsenal family, fire several small rockets that cause single-target damage at intervals, and when a rocket touches the first zombie, it will push it a short distance before exploding.

The Magic Bean Artifact selects a grid to sow magic bean seeds, which quickly germinate and grow into a huge beanstalk, knocking away plants and zombies within range. The beanstalk has high health and can block the progress of zombies in 3 lanes. It also drops giant pods at intervals to cause damage to zombies in a single grid, and is related to the pea family. It can enhance the attack and defense attributes of elite pea family plants. When the dropped pods explode, they scatter giant peas in 8 surrounding directions, causing damage to hit zombies, and there is a chance to drop pea plant cards when the pods burst.

The UFO Artifact, derived from the UFO Melon, summons a UFO to suck up all zombies on the field. After the duration ends, the zombies sucked into the UFO will be taken away, and the un-sucked zombies fall from mid-air and take damage. It can enhance the attack and defense attributes of flying plants, summon 3 small UFOs at intervals to absorb the 3 nearest zombies on the field, and zombies in a floating state will be repelled when attacked by plants, with the repulsion distance related to the zombie's size.

The Prism Tower Artifact, derived from the Prism Grass, uses an active switch. When turned on, it consumes stored energy to fire a laser at the nearest zombie, causing continuous damage that increases over time. When turned off, the damage resets to the initial damage and the stored energy slowly recovers. As the artifact level increases, the energy storage limit increases, the energy recovery speed accelerates, the damage increase speed of the laser also accelerates, and when a zombie is killed by the laser, it causes explosion damage based on the current damage per second.

The Devolution Artifact replaces all zombies on the field except giants with random lower-level zombies of the same class, inspired by the "Metamorphosis" superpower card in Plants vs. Zombies: Heroes. It can enhance the attack and defense attributes of mage-type plants, randomly select 3 zombies to devolve at intervals, and there is a chance that devolution will directly turn zombies into chickens.

The Horn Artifact summons two dinosaurs per lane to charge into the field, trampling to death several small and medium-sized zombies, and the un-killed zombies are stunned and take damage, related to Tyrannosaurus rex. It can enhance the attack and defense attributes of primitive plants, increase the stun time of zombies, and call thunder lizards to launch thunder lizard stomps at intervals.

The Water Gun Artifact, derived from the Lotus Root Shooter, releases a powerful water jet per lane to push zombies back. It can enhance the attack and defense attributes of water and ice-type plants, sprinkle water on the first three rows of plants at intervals to increase their attack speed, and the repulsion distance per second also increases.

The Black Hole Artifact, originating from the Scallion Mage, creates a black hole that pulls zombies toward it, with different pulling intensities for zombies of different weights. When the black hole disappears, it releases another gravitational wave. It generates a small black hole on the field at intervals, and when the active skill creates a black hole, it also tears a small piece of land.

The Meteor Artifact selects any grid on the field to release its active skill, dropping 5 meteors in a 5x5 area centered on that grid, inspired by the Meteor Flower. As the level increases, the flame damage of the meteors increases, and the flame color changes according to the damage increase. At intervals, it also randomly drops a meteor on 1 grid with zombies within the 5x5 range on the right side of the map. Zombies passing through the burning area will be ignited, taking percentage damage per second during the burning period, which lasts for several seconds.

The Magic Hat Artifact activates its active skill to summon a "Magician" zombie at the leftmost position of each lane on the field, derived from the Magic Mushroom. The Magician zombie can manipulate a mysterious hat and release a zombie pigeon. At intervals, it also randomly summons 1 Magician zombie in 1 lane, and the Magician zombie will have more powerful skills.

The Evolution Artifact releases its active skill to specify a 3x3 range, evolving plants within the range into plants with higher sun costs. The evolved plants retain the rank of the original plants and will not transform into consumable plants, related to the Molecular Plant in Plants vs. Zombies: Heroes. Its passive skill can increase the attack and defense attributes of plants with sun costs ≥ 300, randomly generate a plant with sun cost ≤ 100 on an empty space at intervals (no consumable plants will be generated), and when the active skill is released, if there are empty spaces without plants within the range, it will also randomly generate a plant with sun cost ≤ 100 on the empty space (no consumable plants will be generated).

The Hive Artifact generates a bee that flies into the hive every time a plant is planted, with a maximum of 15 bees. Releasing the active skill will release all bees in the hive to attack the nearest zombie on the field. After the attack, the bees return to the hive (the active skill of the Hive Artifact can be released multiple times, each time requiring a cooldown period), derived from the Bee Lily of the Valley. Its passive skill can reduce the planting cooldown of plants. Each time a plant is planted, there is a chance to produce an additional bee (the total maximum number of bees remains 15). When the number of bees in the hive exceeds the maximum of 15, the excess bees will automatically merge with the bees in the hive to become stronger bees (the total maximum number of bees remains 15). The big bees have a faster attack speed, can cause higher damage, and their attacks will come with a percentage + slow effect.

The Acid Artifact is the first artifact that can change the terrain. The number of active skill uses depends on the number of acid pools that can be placed. Each acid pool placed consumes one active skill use, and there is no cooldown for the placement operation. As the artifact level and rank increase, more acid pools can be placed. Select a land to release the active skill, transforming that land into an acid pool where plants cannot be planted, derived from the Disinfectant Zombie. It can increase the attack and defense attributes of poison-type plants, accelerate the dissolution efficiency of acid pools, making zombies dissolve faster. After a zombie is completely dissolved in the acid pool, depending on its size, the acid pool will generate our acid zombies (extremely small zombies such as zombie chickens, ice weasels, and imps are directly dropped and will not generate corresponding acid zombies).

The Gold Artifact is the first artifact that can generate gold income. Releasing the active skill turns small and medium-sized zombies on the field into golden statues, which last for several seconds. During this period, the zombies cannot move, derived from the Money Tree Zombie. It can increase the maximum gold coins that can be obtained in each battle, turn the three nearest small and medium-sized zombies into golden statues at intervals, and the gold effect can take effect on gargantuars.

The Snow Artifact releases its active skill to blow a cold snowstorm, instantly freezing all zombies on the field. During the snow blowing, small and medium-sized zombies will be piled up into snowmen by ice and snow and slowly pushed to the right side of the field. Flying zombies will be blown off the field by the strong ice wind at the moment of triggering, derived from the Crystal Orchid. It can increase the duration of freezing, slowing, and freezing effects, throw snowballs at 3 zombies on the field at intervals, turning small and medium-sized zombies into snowmen or freezing large zombies for several seconds. During the active skill, the artifact also continuouslyhts several ice cones, which can instantly kill snowmen or cause damage to frozen zombies, and each ice cone can penetrate 3 times.

The Skateboard Artifact, derived from the Surfer Zombie, after releasing the skill, a random plant rides a skateboard into the field and moves from left to right. During the sliding process, the plant releases a gorgeous big move, and you can slide the screen up and down at any time to change the lane of the skateboard. The damage is related to the artifact level, with a 30-second cooldown and 2.0 uses per battle.

The Rock Artifact (Guitar Artifact) pauses time and starts a mini-game where players need to click on notes at the right time to get the highest possible score. After the game ends, sound waves will be released. The damage and range of the sound waves are determined by the score evaluation and the artifact level, derived from the Bassist Zombie. Its passive skill can improve the attack and defense attributes of music-type plants, release 3 notes at intervals, causing damage and repulsion to zombies, and briefly increasing the attack speed of plants passing through the path. After using the active skill, 2 speakers will also drop, continuously causing damage and stun to surrounding zombies, and the duration depends on the score evaluation in the game.

The Silver Key Artifact selects a grid to release, summoning the Gate of Truth, which sucks a certain number of small and medium-sized zombies to the right of the gate into the gate, derived from the Abyss Anemone. It can enhance the attack and defense attributes of abyss-type plants.

The Trident Artifact releases its active skill. Each wave of the skill will summon fountains at 5 positions on the field, knocking into the air small and medium-sized zombies on the land (up to 5 per grid). The remaining zombies are knocked into the air by the impact and then fall to the ground, causing stun and damage effects. Initially, it is one wave of skills, and as the artifact level increases, the number of fountain waves increases. Its passive skill can enhance the attack and defense attributes of plants holding weapons, summon several deep water lands on the field at intervals. Small and medium-sized zombies passing through the land will fall into the water, and then the land disappears (deep water lands will not appear on lands with plants or tiles, and plants cannot be planted on the land). After the active skill ends, a waterspout will also be summoned, attracting zombies to move toward the center and pushing zombies to the right.

The Swarm Artifact (a collaboration with Naraka: Bladepoint) has several bullets. Clicking the artifact can continuously fire a small number of flame peas at the zombie closest to the left. The bullets can be activated by the Torchwood. Long-pressing the artifact's active skill, the Swarm will enter a continuous shooting state, firing more bullets. In the idle state, the number of bullets will gradually recover. It can enhance the attack and defense attributes of certain plants, increase the bullet limit and bullet recovery speed. The bullets fired after long-pressing will also be upgraded to blue fire, and after every 4 bullets fired, a large bullet will be fired, which causes higher damage and has a small short-distance repulsion effect.

These artifacts each have their own characteristics, and players can flexibly choose and match them according to different levels and tactical needs, playing a powerful role in resisting zombie attacks.

Each of these artifacts has its own unique features. Players can flexibly choose and combine them according to different levels and tactical needs, playing a powerful role in the battle against zombie attacks. It is suggested that the international server development team could create entirely new types of artifacts.

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

  • New Two-player Duel & Cooperation Mode

A new two-player duel & cooperation mode is launched. Player A controls the plants, and Player B controls the zombies. You can refer to the relevant modes in the Plants vs. Zombies PS3 version and the Plants vs. Zombies Android TV version. This brand-new battle mode will bring players a completely different gaming experience, increase the interaction and competitiveness among players, enrich the gameplay and fun of the game, and further expand the game's audience.

III. Optimization of Plant and Zombie Mechanisms

  • Animation Optimization for Sunflower, Sun-shroom and Marigold

The animations of Sunflower, Sun-shroom and Marigold producing sun, gold coins and silver coins are not limited to a single luminous effect. Instead, when producing resources, they feature more vivid and happy animations with luminous faces, after which they return to their normal state.

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

  • 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.

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

  • Adjustment to Potato Mine's Mechanism

When the Potato Mine is unearthing, it will be ignored by zombies. Moreover, zombies will automatically stay on the grid where the Potato Mine is planted, waiting for it to fully emerge. Once the Potato Mine is unearthed, the zombies will show the frightened animation and sound effects similar to those of the Jack-in-the-Box Zombie. Finally, the Potato Mine will explode, turning the zombies into ashes. This adjustment will make the whole process more vivid and lively.

  • 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.

  • 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

Cherry Bomb:

If placed on edge grids, moves to an inward empty grid to deal 3×3 area damage; if the grid has a plant, floats above it while still causing 3×3 area damage.

Doom-shroom:

If placed on edge grids, moves to a center-closer empty grid to trigger 5×5 area explosion damage; if the grid has a plant, floats above it to deal the same 5×5 area damage.”

Corn Cannon:

If aimed at an edge lawn grid, the corn projectile lands in an inward empty grid and deals 3×3 area damage.

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.

  • 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.

IV. Adjustment of Music and Sound Effects

  • Music adjustment

Replace all the music theme songs with those outside the (In Game) series. For example, replace Loonboon(In - Game) with Loonboon, Grasswalk(In - Game) with Grasswalk, Crazy Dave(In - Game) with Crazy Dave(Intro Theme), etc. The new music series can bring players a brand new auditory experience, avoid players getting aesthetic fatigue from listening to the same music for a long time, create a more diverse and rich game atmosphere, and enhance the players' immersion in the game.

V.Optimization of Game Operation and Functions

  • 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*.】

  • Addition of the "Auto-pickup Resources" item

After users actively watch an advertisement, they can obtain an item that can automatically pick up sunlight ☀️, diamonds 💎, gold coins, silver coins, and potted plants in the Zen Garden. Each item remains effective for 60 minutes. During the effective period, it will automatically collect various resources, and after the time expires, it will return to the manual pickup state. It should be noted that the usage time of this item will only be deducted when the level is won; if the game fails or the level is exited, the item's time will not be consumed. This setting can help players efficiently collect resources in batches, making it more reasonable.

VI. Visual Effect Optimization

  • Solve the Problem of Darkened Color When Shadows Overlap

When the shadows of multiple zombies or plants overlap, the color of the shadows will be darkened, which affects the beauty and visual effect of the game screen. It is recommended to fix this problem so that the shadows maintain a normal color display when overlapping, making the game screen clearer and more natural, and presenting a better visual experience for players.

  • Visual Overlapping Problem of Multiple Fire Effects

Fix the problem that when multiple fire bullets or other forms of fire overlap, the color of the fire edge will be deepened, ensuring the normal visual effect of the game screen and improving players' gaming experience.

  • Handling of Obstacles After Level Victory

When the level is won, all obstacles, such as tombstones, arcade game machines, ice blocks, etc., should automatically break and disappear. This can make the game interface cleaner, highlight the players' sense of achievement after victory, and also make more clear preparations for the next game, improving the players' gaming experience and feelings.

VII. Optimization of Ads and Benefits

  • 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.

VIII.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 add any in-app purchase items, but it is feasible to obtain rewards through advertisements.

 

  • Please do not add the element of chlorophyll. The original gameplay needs to be retained.

 

  • Please do not automatically play third-party advertisements without the user's permission, otherwise it will seriously damage the user experience.

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

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