Dear Development Team of Plants vs. Zombies 2 International Version:
The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. 【We really, really need these optimizations! It should be appropriately centered on users. Thank you very much for taking the time to read my feedback. I look forward to continuous improvements in the future to bring a more excellent experience to users. Thank you!】 Bugs that need priority handling Issues with Username Management in the New Version On the game's initial welcome screen, many users are unable to delete extra usernames and cannot edit any username at all. This is a tricky core issue, and it is recommended to fix it immediately. Issue of Background Music Repeating Across All Scenes The background music in all scenes of the client (including the game's initial interface, in-level gameplay, illustration gallery, map, etc.) will start repeating when the user returns to the client after triggering actions such as exiting the game, switching to the device background, or locking the screen, resulting in two overlapping audio tracks. Animation display issues When plants or zombies are affected by slowdown effects, it causes frame drops. Issue of attacks by Photinia Explorer and zombies summoned by Dr. Zomboss Address the problem that Photinia Explorer cannot attack ice blocks, as well as the issue that incompletely emerged zombies summoned by Dr. Zomboss cannot be attacked. This will improve the game's attack mechanics and avoid unreasonable immunity situations. Problem of the Excessively High Attack Delay of the Melon-Pult and the Winter Melon-Pult Currently, the delay from the moment when the Melon-Pult and the Winter Melon-Pult raise their heads to the moment when they throw bullets is too high, which seriously affects the efficiency of defeating zombies. It is recommended to reduce the delay by referring to the first generation of the game. At the same time, the action of raising their heads before throwing should be retained to maintain the rhythm and predictability of the attacks. Overlapping Shadow Problem of Zombies and Plants Fix the problem that when the shadows of multiple zombies or plants overlap, the shadow color will be deepened, ensuring the normal visual effect of the game screen and improving players' gaming experience. Visual Overlapping Problem of Multiple Fire Effects Fix the problem that when multiple fire bullets or other forms of fire overlap, the color of the fire edge will be deepened, ensuring the normal visual effect of the game screen and improving players' gaming experience. Level Music Problems in Different Worlds Previously, in the Chinese version, each world only had the standard level music, without special level music and mini-level music; now it is the opposite. The Chinese version has fixed this problem, but in the international version, each world only has the standard level music, without special level music and mini-level music. It is recommended to fix this bug immediately. Pausing Unable to Be Used Continuously When the pause button is clicked in a level, in the current version, it is not possible to click the same pause button again to continue the game like in the old version. Problem of the Disappearance of the Treasure Yeti Even after connecting to the Internet, the Treasure Yeti still cannot appear in any level, so it is impossible to obtain the rewards and achievements for defeating the Treasure Yeti. Problem with the Display of the Plant Selection Interface For example: In the Rock Age, the Lily Pad should not be recommended for use, but the Lily Pad can still be selected and planted on terrain that is not suitable for the Lily Pad itself. For example: In the Pirate Seas, the Grave Buster should not be recommended for use, but the Grave Buster can still be selected... Abnormal situations that may occur after watching an advertisement The Android & iOS versions of Plants vs. Zombies 1 may have problems such as stuttering, frame drops, or missing music and sound effects after watching an advertisement. I. Language and System Adaptation Multilingual Support It is recommended to add more language adaptations, such as Chinese, Japanese, Korean, Russian, Hindi, Malay, etc. Currently, there are a large number of Chinese players in the international version. Adapting to Chinese can significantly enhance their gaming experience and also attract more players from different regions. 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. II. Interface and Visual Optimization 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 Suggestions for Dynamic Welcome Interface When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile. The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. Optimization of Plant & Zombie Shadow Forms The shadows of plants and zombies are not only no longer simple oval shapes, but also presented in the form of silhouettes, supporting real-time dynamic changes. 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)】 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. Additionally, when dragging a plant card slot onto the grid, a white "cross" marker will appear on the interface. Currently, although this marker can cross normally, the grid cell at the intersection has a significantly darker white tone. It is recommended to adjust the white tone of the grid cell at the intersection to match that of the non-intersecting grid cells, so as to enhance visual comfort. 【This feature can be referenced from Plants vs. Zombies 3】 Expansion and Optimization of the "Acceleration" Button within the Level It is recommended that the "Acceleration" button within the level supports enabling and disabling even when the level is paused, making it more user-friendly. Innovative Dynamic Visual Solutions Each time the game is launched, the dynamic welcome interface is always loaded before "EA PopCap". It features animations such as 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; instead, they should move and change their positions to avoid monotony. Optimization of Obstacle Appearance It is recommended that all tombstones appear simultaneously when entering the level to achieve a more unified and coordinated visual effect. It is suggested that when all tombstones and other obstacles are attacked, the flickering white light should be changed back to the fade-in and fade-out visual effect. Level Victory Special Effects When any level is won, all obstacles (such as tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear, making the game interface cleaner. At the same time, it brings players a sense of victory accomplishment and visual satisfaction. At the moment of winning a regular level, all plants on the field simultaneously enter a cheering mode. They convey the joy of victory with vivid gestures, allowing players to deeply immerse themselves in the scene and generate emotional resonance. In the battle mode, this effect is adaptively synchronized — plants on the winning side cheer enthusiastically in celebration, while those on the losing side show a dejected and droopy look. The distinct emotional contrast enhances the immersive experience of the battle! Visual Optimization of Scaredy-shroom The current appearance of Scaredy-shroom in Plants vs. Zombies 2 International Version does not align with the general aesthetic preferences of players. It has even been criticized on social platforms unique to China. It is suggested that the appearance of Scaredy-shroom in the International Version be adjusted to be more in line with its design in the Chinese Version: optimize its eyes to a more lively black style, make the thickness of its stipe uniform, refine the design of its mouth, and retain its original eyebrow details. 【If you don't quite understand the content of the description, you can refer to the attached video!】 Doom-shroom Appearance Optimization It is recommended to enhance the appearance layering of the Doom-shroom. For example, keep the color of its stipe lighter at all times. In the 3rd stage (i.e., the largest size form), the stipe can be slimmer while the cap remains unchanged to improve visual expressiveness. 【This appearance can refer to the Doom-shroom in Plants vs. Zombies 1】 Optimization of Animation Effects for Wall-Nut & Explode-O-Nut In the old version, the animation effects of Wall-Nut were more vivid than those in the current version, featuring a pseudo-3D effect — it would occasionally turn around actively to observe the situation behind it. However, the current version has simplified this animation to only eye-rolling for observation. It is recommended to optimize and adjust this: enable both Wall-Nut and Explode-O-Nut to not only roll their eyes but also turn around synchronously with the direction of their gaze, restoring a more lively animation performance. III. Optimization of Plant and Zombie Mechanisms 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)】 Optimization of the Linkage of Tile Turnip When the Tile Turnip triggers a joint special move, if some tiles are empty (without plants), when a plant is planted in this state, the plant should automatically obtain the special move effect to avoid the waste of special move resources; at the same time, ensure that there is no delay in the joint special move of the Tile Turnip, so that the player's operation can take effect in a timely manner, improving the smoothness and strategic nature of the game. Adjustment of the Characteristics of Gatling Pea When using Chlorophyll, the Gatling Pea can fire a large number of peas in three rows: the row above its position, the row below its position, and its own row (refer to the characteristics of the Machine Gun Pea in the Chinese version) to enhance its attack range and firepower. Retain the characteristic of the Gatling Pea's own special move that it can fire a large number of peas in its own row, enabling it to have a unique attack method in different situations. All Gatling Peas at Level 1 on the field will fire a large number of peas in their own rows at a unified time every 50 seconds, and a clear mark will be made when they are about to trigger the joint special move, allowing players to better grasp the attack rhythm and timing. At the same time, the higher the level of the Gatling Pea, the shorter the waiting time for its own joint special move should be, reflecting the advantages of high-level plants. Gatling Pea Performance Expansion Gatling Pea supports fusion with other elemental peas through the "stack-planting" method at all times, and this applies regardless of the planting order (whether Gatling Pea is planted first or other elemental peas are planted first). The pea types that can be fused include: Fire Peashooter, Snow Pea, Electric Pea, Goo Peashooter, Shadow Peashooter, Primal Peashooter, Piranha Pea, and Threepeater. In the future, the game design team can further expand its fusion possibilities by developing and adding new elemental pea types! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Optimization of Hypnotic Mushroom Tactics After a zombie finishes eating the Hypnotic Mushroom, the zombie will be healed to full health. Coconut Cannon Tactical Optimization The Coconut Cannon can be as tough as the Nut & Peashooter. Moreover, the cannonballs it fires can knock back zombies, but there is a prerequisite: the cannonball will only explode after pushing the zombies a short distance to the right. It will not explode immediately upon contact with the zombies, which would otherwise cause the zombies to be knocked back right away. Compatibility of Garlic & Chard Guard with Nut Bind Currently, there are certain limitations to the combined use of Garlic & Chard Guard and Nut Bind, which prevents their synergistic effects from being fully utilized. To further enrich the strategic dimensions within the game, enhance the diversity and fun of gameplay combinations, it is recommended to optimize the mechanism to allow Garlic to be applied in "Nut Bind," thereby creating more tactical matching space for players. Optimization of Palm Tree of Doom & Sweet Potato's Special Ability Effects When the special ability is activated, both Palm Tree of Doom and Sweet Potato will be covered with a layer of armor, which significantly enhances their resistance to being gnawed. This effectively extends their on-field crowd-control duration and creates more opportunities for other plants to deal damage. As a unique advantage of Palm Tree of Doom, when its armor is completely gnawed away by zombies, it will additionally trigger a Jalapeno-style area burning effect. This is similar to the mechanism of the "Armor-equipped Explode-O-Nut" — while the protection fails, it completes secondary crowd control and damage supplementation, further enhancing its combat value. Optimization of Explorer Zombie's Mechanism After the torch of an Explorer Zombie is extinguished, it cannot be re-ignited in any form. Otherwise, fire-element plants would be forced to become "traitors"—and they certainly don’t want to be "traitors"! This optimization (preventing the torch from being re-ignited in any way) allows plants to avoid becoming traitors as they wish; instead, they can serve as reliable helpers in defeating the evil zombies! Adjustments to Flame Projectile Effects Regarding the issue that flame projectiles (such as the fireballs launched by Peashooters or Meteor Flowers) have no effect on Hot Date Imp Zombies, it is proposed that flame projectiles should deal the same damage to Hot Date Imp Zombies as their non-flame counterparts, while their burning effects will be nullified. This change eliminates the unreasonable immunity mechanism while maintaining the balance of gameplay. Improvements to the Effects of Iceberg Lettuce and Tangle Kelp For Iceberg Lettuce, its freezing effect should be changed from single-target freezing to group freezing within a single grid. This enhancement to its crowd control ability would make it more effective against hordes of zombies. For Tangle Kelp, its damage effect should be adjusted from single-target damage to area damage within a single grid, similar to that of the Squash. This change would improve its practicality and value in the game. The armor mechanisms of Parasol Zombie and Excavator Zombie The armor of both Parasol Zombie and Excavator Zombie can be shot down. Additionally, the shovel of Excavator Zombie can be absorbed by Magnet-shroom. These features enhance the strategic depth of the game, allowing players to reasonably select plants to counter these zombies based on their weaknesses. Improvements to the effects of Exploding Walnut, Spicy Date, and Torchwood When Exploding Walnut, Spicy Date, or Torchwood is shoveled up, an explosion effect will automatically occur. The explosion effect will also be triggered when "Nut Bind" is used. Even if they are burned down by the fire of Fire Zombie, the explosion effect can still be activated. These improvements enrich their usage methods and tactical value, allowing players to have more strategic choices in the game. Explode-O-Nut, Palm Tree of Doom, and Torchwood now feature enhanced explosion effects: Automatic Explosion Trigger: When removed (either by zombies, player action, or other means), they will detonate, dealing damage to nearby zombies. Bandage Bomb Bonus: Applying the "Nut Bandage Technique" (or similar healing/boosting abilities) triggers an additional explosion, providing tactical opportunities for area damage. Fire-Resistant Detonation: Even if burned by a Torch Zombie's flames, these plants will still explode upon destruction, ensuring their defensive value is maintained. Improvement of Durian's Effect Considering that consuming durian may cause diarrhea, it is suggested to set zombies as a group allergic to durian pulp. When a zombie finishes eating the durian shell, 3 pieces of durian pulp with eyes and a mouth will be left. When each piece of durian pulp is completely eaten, it will trigger an effect similar to that of "Chili Bean". Adjustment to Potato Mine's Mechanism When the Potato Mine is unearthing, it will be ignored by zombies. Moreover, zombies will automatically stay on the grid where the Potato Mine is planted, waiting for it to fully emerge. Once the Potato Mine is unearthed, the zombies will show the frightened animation and sound effects similar to those of the Jack-in-the-Box Zombie. Finally, the Potato Mine will explode, turning the zombies into ashes. This adjustment will make the whole process more vivid and lively. Optimization of Citron's Projectiles After the complete plasma sphere launched by Citron eliminates zombies, remaining plasma spheres can stay on the field to damage subsequent zombies until they exit the 场外 (playing field) or are completely consumed. This fully utilizes projectile resources and enhances its attack effectiveness. If Citron is shoveled away or eliminated midway through charging, it can still launch the remaining plasma spheres, accompanied by a death animation similar to that of the Torchwood, making the game's operations and combat performance smoother and more natural. Comprehensive Performance Optimization of the Magnifying Grass When the bullets fired by the Magnifying Grass fly out of the field and do not cause any damage to any objects, each corresponding bullet supports the refund of 50 suns. And after the Magnifying Grass eliminates a zombie, the zombie will turn into ashes. Expansion of target range for various plants Threepeater, Applemortar: If placed in an edge lawn grid, they will fire 2 projectiles in the middle row of their own range, and 1 projectile in the 1st or 3rd row of the range. This optimization can effectively reduce resource waste. Lava Guava's damage is increased When zombies approach Lava Guava, it will immediately explode, causing 1,800 damage to a 3x3 area (similar to the effect of Cherry Bomb), and leave lava that inflicts secondary damage on zombies. 【This feature can refer to the Intensive Carrot in Plants vs. Zombies 2 Chinese version.】 Expansion of the Function of Intensive Carrot Intensive Carrot can revive plants that have been uprooted, plants carried away by parrots, and one-time-use plants that have been used. If Intensive Carrot is used to revive a plant with a sun cost lower than its own, the sun cost for reviving via Intensive Carrot shall be equal to the sun cost of that plant (the plant with a sun cost lower than Intensive Carrot). If Intensive Carrot is used to revive a plant with a sun cost higher than its own, the sun cost for reviving via Intensive Carrot shall be based on its own sun cost. For example: When reviving Gold Bloom, the sun cost is 0. For example: When reviving Gatling Pea, the sun cost is Intensive Carrot’s own sun cost. 【This feature can refer to the Intensive Carrot in Plants vs. Zombies 2 Chinese version.】 Optimization of the bullet tracking of the Homing Thistle After the Homing Thistle 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 Homing Thistle's attack resources, improve its attack efficiency, enhance its in-game performance, and meet players' expectations for high-efficiency attacking plants. 【This feature can refer to the Homing Thistle and Cattail in Plants vs. Zombies 2 Chinese version.】 Tactical Optimization After Zombie Elimination Once a zombie’s head is blown off, its body should collapse immediately. This not only reduces the waste of already-fired projectiles, but also allows pitcher-type plants to target the next zombie, helping to improve combat efficiency. When a zombie is eliminated by the projectiles of a Fire Peashooter, its body should turn to ashes instead of losing its head. Standardize the animation duration for all zombies turning to ashes simultaneously to ensure more coordinated and comfortable visual effects. When any zombie carrying Chlorophyll turns to ashes, the Chlorophyll should drop immediately—there is no need to wait until the zombie has fully turned to ashes and the ashes have disappeared before the Chlorophyll is dropped. Optimization of actions after eliminating zombies Once the zombie's head is knocked off, its body should immediately fall down. This can not only reduce the waste of fired bullets, but also enable pitcher-type plants to attack the next target instead of attacking the zombie's body, which is beneficial for improving efficiency. After a zombie is eliminated by the bullets of Fire Peashooter, its body should turn into ashes instead of losing its head. Standardize the animation time period for each zombie that turns into ashes simultaneously, making the visual effects more coordinated and comfortable. Behavior Expansion of Controlling the Boos When the aiming reticle of the Boos' upcoming cannonball throw appears on the grid, by using the aiming reticle of chlorophyll acting on the plant, or the aiming reticle of the shovel placed on the plant, or the aiming reticle of the shovel and chlorophyll placed on an empty grid, this aiming reticle can be immediately eliminated, thus preventing the plants from being damaged. In addition, when the shovel eliminates the aiming reticle, it will not uproot the plant. After eliminating the aiming reticle through the above two methods, you can control the Boos and make it stunned. After the symptoms of being stunned subside, the Boos can continue to engage in the battle. Optimization of the Functions of Sun-producing Plants It is hoped that Twin Sunflower and Gold Bloom can have no cooldown time at the start of a level, just like Sun-shroom and Sunflower, allowing immediate use. It is also hoped that, similar to the Chinese version, in levels of the "Endless Siege" type, a large number of Gold Blooms can be used as sun sources before clicking "Start Battle". After "Start Battle" is activated, the planted Gold Blooms can release a large amount of sun, with no limit on the number of Gold Blooms planted. This feature has been highly praised by many players of the Chinese version! In levels of the "Endless Siege" type, a large number of sun-producing plants such as various types of Sunflowers, Sun-shrooms, and Solar Sages can also be used as sun sources before "Start Battle". There is no need for any waiting after all plants are planted — once "Start Battle" is clicked immediately, all Sunflowers on the battlefield will produce sun right away, while Sun-shrooms will first produce 25 sun and then grow up instantly afterward. This feature is also sure to be loved by players and will improve gameplay efficiency! 【If you don't quite understand the content of the description, you can refer to the attached video!】 Optimization of the Functions of Sun-producing Plants It is hoped that Twin Sunflower and Gold Bloom can be exempt from the cooldown time at the start of a level, just like Sun-shroom and Sunflower, and can be used directly. It is hoped that, similar to the Chinese server, a large number of Gold Blooms can be used as a sun source before "Starting Battle" in "Indestructible"-type levels. After "Starting Battle," the planted Gold Blooms can release a large amount of sun, and there is no limit on the number of plantings. This feature has received a lot of praise from many Chinese server players! 【If you don't quite understand the content of the description, you can refer to the attached video!】 Suggestions on Introducing the "Fast Clear" Feature Characteristic of the Chinese Server into the International Server In the Chinese server version of Plants vs. Zombies 2, there exists a unique mechanism that is deeply loved by players: by quickly clicking the "Next Wave" button, players can efficiently annihilate a large number of zombies in a short period of time and achieve a quick level clearance. This gameplay not only brings players an exhilarating gaming experience and a strong sense of accomplishment, but it has also been officially confirmed to be a compliant operation that will not affect the game's balance. Since its launch, this feature has received widespread praise and high recognition from Chinese. players.Considering the significant advantages of this gameplay in enhancing the game's excitement and strategic diversity, it is recommended to introduce it into the international server version. It is believed that the addition of this feature will not only bring new gaming fun to international server players, but also help to enhance the overall attractiveness of the game and the activity level of global players, further enriching the diverse gaming ecosystem of Plants vs. Zombies 2. 【If you don't quite understand the content of the description, you can refer to the attached video!】 Optimization of Penny's Pursuit mechanism Even if you fail in Penny's Pursuit, the spent batteries will not be deducted. Even if you fail in the Boss level of Penny's Pursuit, you can still re-challenge it. The right to challenge the Boss level will not be ruthlessly deprived, making the mechanism more reasonable. IV. Addition of New Game Modes and Content 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 been upgraded with new content, 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, engaging in battles centered 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 they must agree on the same number of defense lines for victory judgment. Plant Roles & Gameplay Plant lineups are categorized into three types: 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 to each player. Players can choose between two options: "Plant Sunflowers to boost 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 either by competing for them or consuming extra sunlight. Bonus effects cannot be stacked. Level Upgrade Path Consume 500 points of sunlight to upgrade from Level 1 to Level 3; consume another 1,000 points of sunlight to upgrade from Level 3 to Level 6; consume an additional 2,000 points of sunlight to upgrade from Level 6 to Level 10; consume a final 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consume Plant Food to unleash 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 combination of zombies from different factions, and the first player to get their zombies to reach the opponent’s base endpoint wins the match. Resource & Enhancement Rules Brain Mechanic Brains are independently allocated to each player. Players can choose between two options: "Plant Gravestones to boost 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 either by competing for them or consuming extra brains. Bonus effects include "movement speed boost", "health increase", "control immunity", etc., and cannot be stacked. Obstacle Traps Players can deploy obstacle traps such as Spikes and Slow Mucus in the opponent’s base. The opponent must flexibly adjust their zombies’ movement routes to avoid these hazards. Level Upgrade Path Consume 500 Brains to upgrade from Level 1 to Level 3; consume another 1,000 Brains to upgrade from Level 3 to Level 6; consume a final 2,000 Brains to upgrade from Level 6 to Level 10. Consume items similar to Plant Food to unleash a zombie’s ultimate ability. Plant vs. Zombie Confrontation Dimension Core Mechanic Player A (Plant Side): Controls the plant faction, with objectives of "competing for core resource points + destroying 3 of the opponent’s defense lines”. Player B (Zombie Side): Controls the zombie faction, with the objective of "getting zombies to reach the opponent’s base endpoint first". Rules for Player A (Plant Side) Plant Roles: Follows the three-category system (Offensive, Defensive, Functional) with clear division of responsibilities. Sun Mechanic: Two-option mode (Plant Sunflowers / Automatic Charging Mechanic). Random Bonuses: Bonuses can be obtained by competing or consuming sunlight (effects cannot be stacked). Enhancement & Upgrade: Enhancement Options: Consume 500 points of sunlight to separately gain 20% cooldown reduction, 20% attack speed boost (animation speed unchanged), and 15% health increase. Offensive plants can additionally gain bonuses like "knockback/stun/venom". Each enhancement can be stacked up to 3 times, and slot levels can be upgraded up to 3 tiers. Level Upgrade Path: Consume 500 points of sunlight to upgrade from Level 1 to Level 3; consume another 1,000 points of sunlight to upgrade from Level 3 to Level 6; consume an additional 2,000 points of sunlight to upgrade from Level 6 to Level 10; consume a final 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consume Plant Food to unleash a plant’s ultimate ability. Rules for Player B (Zombie Side) Brain Mechanic: Two-option mode (Plant Gravestones / Automatic Charging Mechanic). Random Bonuses: Bonuses can be obtained by competing or consuming Brains (effects cannot be stacked). Enhancement Options: Consume 500 Brains to separately gain 20% cooldown reduction, 20% attack speed boost (animation speed unchanged), and 30% health increase. All zombies can additionally gain bonuses like "attack speed boost/health increase/control immunity". Each enhancement can be stacked up to 3 times, and slot levels can be upgraded up to 3 tiers. Obstacle Traps: Can deploy Spikes and Slow Mucus to interfere with the opponent. Level Upgrade Path: Consume 500 Brains to upgrade from Level 1 to Level 3; consume another 1,000 Brains to upgrade from Level 3 to Level 6; consume a final 2,000 Brains to upgrade from Level 6 to Level 10. Consume items similar to Plant Food to unleash a zombie’s ultimate ability. Additional Settings New Unique Terrains: Two unique terrains—Roof Terrain and Right-side Sea Level Terrain—can be added. Exclusive plant slot configurations are required for these two terrains, expanding the number of plant slots to 8. Among them, the Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default. Neither Flower Pots nor Lily Pads occupy slot positions. Mode Entrances: The three confrontation dimensions can be set as independent battle entrances, or unlocked as advanced gameplay of the original "1v1 Duel" mode. New Terrains: Add Roof Terrain and Right-side Sea Level Terrain, with exclusive 8-slot plant configurations for both. The Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default, with neither occupying slot positions. Ranks & 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 Duel" mode, supporting room creation/quick match (rank difference within ±1 tier), friend system, text chat (with sensitive word filtering), and disconnection reconnection mechanism. 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 Mode, the existing 2v2 Battle Mode, as well as various online co-op challenges to be launched in the future. Each Plant Costume Grants Additional Attributes When a plant is given a costume, it will also receive a unique additional attribute corresponding to that plant—costumes are not just for decoration. For example: A specific costume for Iceberg Lettuce allows it to freeze zombies within a 1x3 area in its normal state. When using its ultimate move (activated by Plant Food), it not only freezes all zombies on the entire screen but also shoots a volley of ice bullets from the left side of the screen to damage zombies. These bullets are the same ice bullets from "Power Snow". Another example: A specific costume for Cactus lets it fire ice-element spike bullets in its normal state. When using its ultimate move, it not only upgrades to more powerful super ice-element spike bullets but also scatters a large number of these super ice-element spikes forward to damage zombies! In the future, the game design team can create entirely new plant costumes with additional attributes to further expand practical combat capabilities! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Introduction of Plant Accessories with Additional Attributes When a plant is given a costume, it will also receive a unique additional attribute corresponding to that plant. Some plant accessories can even be displayed during battles, and accessories can be upgraded—higher-tier accessories provide better in-combat effects! Rubber Duck Floatie Accessory: Allows plants to be planted directly on water. Speed Planter Accessory: Reduces the planting cooldown of plants by 30%. Energy Saver Can: Reduces the sun cost of planting a plant by 10 points. Small Clock: Has a 10% chance to reset a plant’s planting cooldown and also reduces the planting cooldown by 10%! In the future, the game design team can create entirely new plant accessories with additional attributes to further expand practical combat capabilities! 【This feature can refer to the Super Gatling Pea in Plants vs. Zombies 2 Chinese version.】 Newly Added "Creative Courtyard" Game Mode The "Creative Courtyard" is a highly flexible game mode for custom level creation and sharing. It supports the creation of multiple level types, including "I, Zombie", "Conveyor Belt", "Card Slot Selection", "Boss Challenge", and "Jar Smashing". Players can link their self-created levels to the terrain style of any world, and also deeply customize scene elements: these include adding mold, tiles, Chlorophyll Tiles, movable minecarts, bounce boards to grids, as well as zombie-enhancing potions, exclusive giant metal ball mechanisms from Lost City, mechanisms that clear flames in a row, and ice floes and slider tiles that change zombies' movement paths. There is no limit on the number of these scene elements that can be placed. In addition, players can customize the tiers of plants and zombies, set special zombies that carry Chlorophyll, and add level events such as sandstorms. A player must clear their self-created level by themselves before they can publish it for other users to play; when other users play the level for at least 30 seconds, they can automatically receive Gameplay Coins, and failing the level does not affect the acquisition of this reward. 【This feature can refer to the Chinese server of Plants vs. Zombies 2】 Gameplay Expansion: Blowing Away Unlanded Zombies When Bonk Choy or Kiwibeast activates their ultimate move (at the moment they jump up and before they land), immediately use Hurrikale or Blover at the position where the zombies are knocked into the air. If timed correctly, the zombies will be blown away directly. You can also first gather zombies into specific lanes (e.g., Lanes 2 and 4) using plants like Sweet Potato and Pineapple, then use this combination on the gathered zombie group. Plant Slot Expansion and Categorization Currently, the maximum number of plant slots is 9, which is still insufficient for some players. It is recommended to unlock an upgrade that allows purchasing a 10th plant slot. 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. Return of the Classic "I, Zombie" Mode The classic gameplay "I, Zombie" makes a grand return, with the following adjustments to game content: The victory condition is no longer collecting all brains; instead, it is changed to eliminating all plants. Destroying 1 plant grants 150 sun points. This rule applies to all plants—even if a Puff-Shroom disappears after expiring, you will still receive 150 sun points. Zombies can gain special abilities similar to the "Plant Food effect" for plants: Zombot Football Zombie will throw a football to destroy plants, dealing massive damage to nut-type plants; Gargantuar Prime will not only upgrade to the classic Red-Eyed Zombot Giant but also have an increased laser firing frequency. Return of the Classic "Wall-nut Bowling" Mode It is recommended to bring the classic mini-game "Wall-nut Bowling" to the second installment. The types of bowling "balls" should not be limited to Giant Wall-nuts, regular Wall-nuts, and Explode-O-Nuts, but should also include the following: 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 2 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 "balls". 【If you don't quite understand the content of the description, you can refer to the attached video!】 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. 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 tremble with fear 👻! Optimization of Seed Packet Acquisition Once a plant has reached its maximum tier, you will no longer obtain duplicate seed packets for that max-tier plant. Even if a plant has not reached its maximum tier, if the number of its seed packets is already sufficient to max out the plant, you will no longer obtain duplicate seed packets for that plant. Mechanism Expansion for Conveyor Belt Levels The plant slots that appear in Conveyor Belt levels should not be limited to the default selected slots. It is recommended to allow players to choose the plant slots they want to use in Conveyor Belt levels. "Divine Artifact" – A China-Exclusive Element In the Chinese version 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 tier of a Divine Artifact, the more powerful its effect! It is recommended to introduce the "Divine Artifact" element into this version! 【If you don't quite understand the content of the description, you can refer to the attached video!】 Brand-New 2v2 Duel Mode Introduce plant heroes, zombie heroes, plants, and zombies from Plants vs. Zombies: Heroes, Plants vs. Zombies 2, and Plants vs. Zombies 3 into the game, and adapt them to the TV-side battle mode. These hero characters have unique skills and attributes, which will add more strategic elements and fun to the game. Continuously update new features, such as new hero skills and battle maps, to constantly bring freshness to players, attract more players to join, and enhance the game’s long-term appeal and competitiveness. Addition of New Hero Characters Add plant heroes and zombie heroes from Plants vs. Zombies: Heroes to the game, making them compatible with both new and old 2v2 Duel modes. These hero characters have unique skills and abilities, which will enrich the game’s gameplay and strategic combinations, bringing more freshness and fun to players. Adaptation of China-Exclusive Plants and Zombies Add a large number of China-exclusive plants and zombies to make the content of the international version more abundant. Plants and zombies from different versions have their own unique features; integrating these elements will bring players a more comprehensive gaming experience and also promote communication and interaction between players from different versions. Expansion of Plant Food Usage & Effects It is recommended that when Plant Food is placed in any plant slot, the already selected plant slot immediately gains a cooldown reset effect. At the same time, the plant slot where Plant Food is placed will obtain a one-time Gold Card effect — when the plant from the Gold Card slot is planted on the field, it will immediately activate its ultimate move, with only 1 valid usage opportunity. Additionally, this function is also applicable to one-time-use plants! Plants trapped by the octopuses thrown by Octopus Zombies can have the negative status of being wrapped by octopuses removed by placing Plant Food on them, allowing the plants to continue fighting. Plant Food can be obtained by watching advertisements and using coins to purchase. Expansion of One-Time-Use Plant Functions One-time-use plants are also compatible with the Plant Food effect. One-time-use plants that are fully grown in the Zen Garden will become Gold Card plants, which immediately activate their ultimate move when planted. Launch of Brand-New Game Worlds The international version has not updated a new game world for nearly a decade, and players’ expectations have been accumulating—new content is urgently needed to inject vitality into the game. It is recommended to launch a brand-new world with innovative gameplay, introducing new plants, new zombies, and unique game mechanisms to expand the game’s depth and strategy, and bring players richer challenges and experiences. Addition of Regular Seed Packet Group Purchase Events Drawing on the successful experience of the Chinese version, it is recommended that the international version introduce regular seed packet group purchase events. Specific rules: The more players participate in the group purchase, the higher the proportion of virtual currency refunded to participants after the event ends; After the first four seed packet group purchase events are completed and currency refunds are processed, the next batch of group purchase events will start immediately; At the same time, the event interface should fully display all seed packets available for group purchase, making it easier for players to plan their participation in advance. 【In the Chinese version, seed packets are uniformly called "plant shards".】 We suggest that all plants in future updates should be accessible through free-to-play means, such as completing in-game quests or purchasing them with virtual currency. Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!2.5KViews8likes8CommentsEvery time I try to login to my main account it puts me in a new account
I think my main account might have been overwritten when trying to login to the email, I have the main account’s player id if it’s needed, I really hope my account can be retrieved because I worked really hard on it 🥲18Views0likes0CommentsArena and Penny Pursuit are not working
Player ID: 7E91A726-8D8F-43BB-9872-A913B552E903 Don't have access to Arena and Penny Pursuit since December 15, 2025. When trying see the inscription "we need to update game data. This may take a short while. The game will return to Main Menu when the update is complete". Then "downloading update data" starts and never ends, after a short while the inscription "data update failed" appears. Cache is cleared, all was reloaded several times (the game, the tablet, the router). Please help to resolve this problem.28Views0likes1CommentBug game
The game error caused all gold and diamonds to be lost, then I accidentally reset the game and the account was returned to level 1. I don't remember my ID only has a linked gmail, do it later to return to the current lost level, I only have achievements on the game centre to be kept #DangHouse67Views0likes1Comment