Re: Dear Development Team of Plants vs. Zombies Replanted:
- 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 The appearance of the current version of Gatling Pea is already outdated; this suggestion can avoid inconsistent visual effects and bring a fresh experience to players!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
- 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
- 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!