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.
This is the latest revised feedback; all previous versions may be deleted directly. As video evidence cannot be embedded, please search for the thread posted by user “AppleDisney” on the EA Forums for reference. We sincerely ask the team to verify the contents. Thank you for your cooperation.
Dear developers,
Thank you for listening to the genuine requests from Chinese players. The original Plants vs. Zombies is a timeless classic IP. The authentic core gameplay, control feel, and nostalgic atmosphere represent the bottom line for players and must be fully preserved.
Player demands are now clearly divided: most want “authentic experience + moderate new content”, while many core players prefer the pure original version without any extra additions. Neither group should be neglected. We hereby earnestly suggest implementing two optional modes: Pure Original Mode & Original + Balanced Innovation Mode directly, without any polls or surveys. This is the optimal solution to satisfy all players.
Pure Original Mode
Only add highly conservative content such as Overcast levels, Rest in Peace mode, China-exclusive levels, online & local co-op, and online & local versus mode.
No new plants or new zombies will be added, ensuring the original core experience remains completely intact.
Balanced Innovation Mode
Add moderately conservative and enriched content, including China-exclusive levels, new plants, new zombies, online & local co-op, and online & local versus mode.
Original plants and zombies retain their original card slot types (e.g., Normal, Upgrade).
New plants and zombies use an entirely new card rarity system (e.g., White, Green, Blue, Purple, Orange, Red cards as seen in Plants vs. Zombies 2 Chinese server) to satisfy players seeking fresh content.
All players share the same online versus and co-op system (supports room codes + random matchmaking).
All Easter eggs are unlocked unconditionally (including the PvZ 2 Cabbage-pult skin, Headcrab Zombie, etc.), balancing social and collection experiences.
Core Advantages of Adopting the Dual-Mode System (Win-Win for Reputation & Sales)
Full coverage of core players: Nostalgic fans keep the classic experience, while innovation-seeking players enjoy new content, completely avoiding community division, earning widespread praise, and strengthening IP reputation.
Improved product value: Unlike a simple port, dual-mode plus rich content makes the purchase worthwhile for paying players, greatly boosting desire to buy and sales.
Extended game lifecycle: Diverse gameplay and online features increase player retention and drive continuous positive word-of-mouth, far exceeding the competitiveness of a single remake.
Revitalized IP value: Restoring discontinued content from previous versions (Great Wall, Journey to the West, Xbox Live Arcade, 2008 beta cut content, etc.) revives veteran nostalgia and attracts new players.
Commercial Risks of Rejecting the Dual-Mode System
Community division: Ignoring either group will trigger widespread dissatisfaction, collapse reputation, and directly harm sales.
Lack of competitiveness: A simple, unenhanced port will be seen as low-value by buyers, resulting in far-below-expectation sales.
Wasted IP nostalgia: A half-hearted remake will fail to retain old players or attract new ones, completely squandering the nostalgia and commercial value of the original classic.
Weak long-term operation: Monotonous gameplay leads to rapid player churn, making the game niche upon launch and losing long-term operational value.
Supporting Optimization Requests
Fully retain the stats, mechanics, and feel of all original plants and zombies. New content uses independent card slots and will never interfere with classic gameplay.
The Almanac categorizes content into “Original” and “New”; new plants can be toggled on or off freely.
Restore cut content from the Great Wall edition, Journey to the West edition, Xbox Live Arcade edition, and 2008 beta version. Preserve the Zombie Avatar feature from the Game of the Year edition.
In summary, we sincerely request the team to implement three core demands:
Dual optional modes
Shared online play and unlocked Easter eggs for all players
Only conservative additions in Pure Original Mode
Properly balancing both modes will preserve the classic spirit while achieving innovative breakthroughs, making this remake a sincere success in both reputation and sales. Conversely, a single-mode design will inevitably lead to a crisis in both areas.
We look forward to the team accepting these suggestions and creating a classic remake beloved by all players!
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!
some of these things would be cool if they were added