- 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 Item Assortment in Crazy Dave's Shop
Players who purchase Plants vs. Zombies: Reimagined after its launch instead of pre-ordering it can obtain the "Vintage Peashooter" skin by spending gold coins or watching ads, which can effectively make up for the regret of missing out on the pre-order bonus.
- 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.
- Mechanism for obtaining Lawn Mowers by watching advertisements
After the user finishes watching the advertisement for the supply Lawn Mower, the Lawn Mower for the corresponding row will be replenished and placed back in its original position in that row. This ensures that the Lawn Mower is only activated when a zombie comes into contact with it, rather than being activated directly in the row.
- New Addition of Gen 2 "Power-Ups" Gameplay
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 of dangerous battles and change the course of the match at critical moments.
- 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.
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!
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.
Currently, the single-target damage effect of Tangle Kelp has limited impact on zombie clusters. It is suggested that when zombies approach, Tangle Kelp can simultaneously deal damage to multiple zombies within a 1-tile range, significantly enhancing its practicality and tactical value in the game, and providing players with a more effective aquatic defense option.
It is recommended to integrate the appearance and animations of the current version of Tangle Kelp with those in Plants vs. Zombies 2 and Plants vs. Zombies 3. The appearance of the current version of Tangle Kelp is already outdated; this suggestion can avoid inconsistent visual effects and bring a fresh experience to players!
【This feature can refer to the 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.
- 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
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
- 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-level Sun Purchase Feature Addition
During a level, players are allowed to turn the tide of the battle by purchasing sun through watching ads or using coins. The purchase button will appear as a "plus sign" icon next to the sun value, enabling players to reverse the situation in critical moments. Below is the sun price list:
1st ad watched: Grants 500 sun
2nd ad watched: Grants an additional 700 sun (on top of the 1st ad’s reward)
3rd ad watched: Grants an additional 1,200 sun (on top of the 2nd ad’s reward)
3,000 sun: Costs 1,000 coins
7,000 sun: Costs 2,000 coins
12,000 sun: Costs 3,000 coins
- "Mallets" Function Optimization
During a level, the method to obtain "Mallets" (for turning the tide of battle) is not limited to coin purchases—players can also gain Mallet uses by watching ads. A purchase button in the form of a "plus sign" icon will appear next to the "Mallets" button, allowing players to reverse the situation in critical moments. Additionally, Mallet uses can be acquired in the in-game shop either by watching ads or using coins. Below is the Mallet price list:
Each ad watched: Grants 1 Mallet use (players can select the desired Mallet type); a maximum of 10 ads can be watched daily to obtain this reward.
Discount rules for bulk Mallet purchases:
Purchasing 2 Mallet uses: 15% overall discount
Purchasing 3 Mallet uses: 25% overall discount
Purchasing 4 Mallet uses: 30% overall discount
Purchasing 5 Mallet uses: 40% overall discount
Note: There is an inconsistency in the original text (stating both "2 uses = 15% discount" and "2 uses = 50% discount"). If following the original intent strictly, retain the 50% discount for 2 uses and adjust other tiers accordingly to avoid contradictions.
When the level is in accelerated mode, the duration of Mallet effects will not be reduced by the acceleration. This ensures the gameplay logic is more reasonable for players when using Mallets during acceleration. When a Mallet is in use, all zombies will remain immobilized, while plants can still attack zombies normally until the Mallet effect ends.
- 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.
- Addition of the "Temporary Obstacle Attack Access" Item
The item can be used at any time in any level with obstacles after the first purchase. After use, tombstone-type obstacles can be attacked by plants within 6 minutes. Starting from the 2nd purchase, each purchase extends the "obstacle attackable duration" to 12 minutes based on the current duration. Starting from the 3rd purchase, each purchase extends the "obstacle attackable duration" to 36 minutes based on the current duration. This item can be purchased a maximum of 3 times.
- "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.】
- 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.
- 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. 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.
- 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 obtain rewards by adding any paid (monetized) channels; rewards can only be obtained by consuming virtual currency or watching advertisements.
- 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!