Dear Development Team of Plants vs. Zombies Replanted:
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. Hello! Thank you for being willing to listen to players’ genuine thoughts on Plants vs. Zombies: Replanted. We fully understand that the original Plants vs. Zombies (PvZ), as a classic IP carrying countless players’ youthful memories, owes its irreplaceable and precious status in every player’s heart to its "authentic" core gameplay, nostalgic atmosphere, and operational feel. This essence must be firmly guarded and must not be diminished by any adjustments. However, we also need to be honest: based solely on the currently revealed screenshots, this remade work falls significantly short of the expectations of many players, including myself. A mere copy-paste approach is an extremely risky path! For the true value of a "remake" has never been "blind replication"; instead, it lies in injecting new vitality into the classic IP through continuous innovation—while firmly upholding the foundation of "authenticity"—and accurately striking a balance between tradition and innovation. The core issue at hand is the severe lack of freshness in the current content. The key to solving this problem, precisely, is to add new plants, new zombies, and more new elements on the basis of preserving the original game’s classic framework, allowing "nostalgia" and "surprise" to coexist harmoniously at this balance point. For a classic IP like Plants vs. Zombies, a "remake" is by no means "blind replication." Its core value lies in: while retaining the original’s "classic foundation" (such as core gameplay logic and nostalgic atmosphere), revitalizing the classic IP through innovation. We are not opposed to "authenticity"; on the contrary, we eagerly hope that "the unique plants from the original version can be presented in their original card form"—that is, preserving the classic design, attributes, and operational feel of the original plants’ cards, while adding new plant slots through a brand-new format. This way, new content and classic experiences will not interfere with each other: it will satisfy long-time players’ pursuit of pure nostalgia, while also not depriving everyone of the joy of unlocking new plants and exploring new content. However, if the current plan is only to replicate the original without additions—such as new plants (e.g., functional plants adapted to new scenarios), new zombies (e.g., enemies with unique mechanics), or supplementary elements like new scenes and new gameplay modes—it will not only make players who pay for the "remake" feel that "the cost-performance is insufficient" (after all, no one wants to repeatedly pay for old content that is "a new coat with the same core") but also cause the work to lose its differentiated competitiveness, ultimately leading to poor reputation and sluggish sales. Just as "presenting the original version’s unique plants & zombies in their original card form" and "introducing new plants & zombies in additional slot forms" are ways to safeguard the classic, the new plant slots (in a fresh format) are an extension of innovation. A truly excellent remake should, while preserving the classic, let new elements become surprises rather than burdens. It is important to understand that when players look forward to a "remake," they are not only reminiscing about the original’s "authenticity" but also eager to gain new experiences within a familiar framework: it could be tactical innovations brought by new plants, new challenges posed by new zombies, or the sense of immersion from combining new sound effects, new visual details, and new gameplay. This "balance between innovation and nostalgia" is the true meaning of remaking the original—it allows long-time players to rediscover their passion and attracts new players to feel the charm of this classic IP. If your development team is still hesitant about whether to add cross-version exclusive content to Plants vs. Zombies: Replanted, we suggest collecting opinions from all players through a survey. The specific survey plan is as follows: Core Content of the Survey This survey focuses on "whether to add cross-version exclusive content" (integrating exclusive content from other versions with elements of the classic version), including: Plants vs. Zombies: Great Wall Edition features exclusive plants and zombies, such as special defensive plants adapted to the Great Wall scene and enemies with Chinese-style designs. Plants vs. Zombies: Journey to the West Edition includes distinctive characters and mechanics, like zombies modeled after Journey to the West figures and functional plants infused with mythological elements. Plants vs. Zombies: Kingdom Edition has unique gameplay and elements, such as kingdom-themed scenes and new plant abilities that align with the kingdom setting. 【The first three versions mentioned above are all exclusive to China. However, the Kingdom Edition was never officially released. If we could fully recreate the once-unreleased Kingdom Edition, the 6th level from the Original Beta version, and the unused prototype plants and zombies from the Original Beta version, it would make up for the regret of many players from that era!】 Plants vs. Zombies: Original Beta 2008 is an internal test version used before the official release. It contained a 6th level, which was removed in the official version. Additionally, unused prototype plants and zombies were also cut, including Propeller Zombie, Cherry Hover-bomb, Stinger, Iceberg Lettuce, and Time Stopper. Plants vs. Zombies: Original Game of the Year Edition 2010 features the exclusive Zombatar function, which enables players to create unique zombie avatars. Once a custom zombie is designed, it will replace the Flag Zombie whenever a flag wave arrives in the game. If players have made multiple Zombatars, a random one will be selected to show up in each flag wave. The game provides a wealth of customization options, covering skins, hairstyles, beards, eyes, glasses, clothes, accessories, hats and backgrounds. Players can mix and match these elements freely, and adjust their corresponding colors or styles to create a truly one-of-a-kind zombie look. Players can use their self-made Zombatars as profile pictures on platforms including Facebook, Instagram, X, WeChat, QQ, TikTok, iMessage and Steam. On the game’s main interface, there is a Zombatar option. A click on it will lead players to the creation interface, where they can choose their favorite styles from the tabs of different parts, and preview the changes of the zombie avatar in real time. Classic plants and zombies from Plants vs. Zombies 2 and Plants vs. Zombies 3 (selecting characters with high player recognition that fit the original game’s gameplay framework). Featured mechanics, new elements, and new zombies from Plants vs. Zombies: Heroes (e.g., skill effects and character designs that can be adapted to the original game’s gameplay). Other original new content, including but not limited to: new scenes (e.g., season-themed levels), new gameplay modes (e.g., limited-time challenges, co-op levels), new sound effects, and visual detail optimizations. Key Guarantee Mechanisms If the survey results support the addition of the aforementioned cross-version exclusive content, the development team must commit to implementing two principles: "presenting the original version’s unique plants & zombies in their original card form" and "introducing new plants & zombies in additional slot forms," and design new plant slots in a fresh format. The specific rules are as follows: All plants and zombies from the original PvZ will retain their original card appearance, attribute values, and usage logic to ensure that long-time players experience no difference in operational feel. Newly added plants and zombies will appear in additional slot forms, and these slots can be given a brand-new background design. New plants and zombies will be categorized and labeled separately in the encyclopedia to clearly distinguish between "original plants" and "newly added plants" (and "original zombies" and "newly added zombies"), making it easy for players to find and manage them. The order of display will prioritize "original slots," with "newly added slots" placed below the original ones. Unlocking and using new plant slots will not affect the experience of original plants. Players can independently choose whether to bring new plants into levels, enabling free switching between "classic gameplay" and "innovative content." Design of Survey Voting Options The survey will provide two clear options for players to choose based on their needs: Option 1: I support it! Option 2: I oppose! Survey Notes and Explanations Notes: Thank you for purchasing and experiencing Plants vs. Zombies: Replanted! Your vote will directly influence the future content development direction of the game, and every opinion is crucial to the team’s decision-making. It is particularly important to emphasize that the core goal of this survey has always been to achieve a balance between "preserving the original’s authentic experience" and "adding innovative content." Regardless of whether cross-version exclusive content is ultimately added, "not damaging the classic foundation and not diminishing the nostalgic experience" is an unshakable premise. All innovations will be centered around "enhancing the vitality of the classic" rather than deviating from the core charm of the original game. Use of Survey Results: After the survey ends, the development team must publicly release the results and determine whether to proceed with the development of cross-version exclusive content based on the majority of players’ choices. This ensures that the final product not only safeguards the "authenticity" cherished by players but also brings freshness through innovation—truly meeting players’ core demand for a "high-quality remake." Therefore, we earnestly request that the development team prioritize user needs, and take "preserving the original’s authentic experience" and "adding innovative content" as guiding principles throughout the development process. Please focus on considering the addition of new plants, new zombies, and diverse new elements, so that Plants vs. Zombies: Replanted can become a sincere work that is truly "worth looking forward to and worth purchasing." Thank you again for taking the time to read this feedback. We sincerely look forward to seeing optimizations and breakthroughs in the work in the future, and to enjoying a high-quality gaming experience that is "both familiar and fresh"! Bugs that need priority handling Chinese Text Display Issues In the latest version of Plants vs. Zombies: Replanted, there are obvious visual inconsistencies in Chinese text display. This issue has affected the player experience, so some Chinese players even install third-party patches to make the visual effect of Chinese text consistent. For example: When entering the game's initial interface, the font style of the title "Plants vs. Zombies: Replanted" is significantly inconsistent with that of Plants vs. Zombies (Chinese Original Version) and Plants vs. Zombies 2 (Chinese Server). For example: In the game's main interface, two problems exist with Chinese text. First, the text sizes are inconsistent. Second, there are unnecessary line breaks, which damage the overall visual integrity of the interface. For example: The Chinese translation of "Fume-shroom" in this version is incorrectly rendered as "Du Pao Mo Gu", and "Spikeweed" is mistakenly translated as "Jing Ji Cao". Additionally, while the Chinese translations on other interfaces are not erroneous, they do not fully align with the descriptions in the original Chinese version. It is recommended that the Chinese translations in this version be unified with the textual descriptions of the original Chinese edition. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 Display Issue in Mist Level Survival Mode In the mist level of Survival Mode, after completing the first round, zombies are completely obscured by the mist during the plant selection phase. Players cannot see which zombies will appear on the battlefield, and even if Clovers are used to disperse the mist, it quickly reappears. Display Issues of Plants Planted in Grid Front Within Levels Current Problems: When dragging a plant/zombie slot to plant, the texture of the plant/zombie in the slot remains static without a transition effect from transparent to fully opaque. If the static texture of the dragged plant/zombie is moved to an unplantable area, the texture will stay permanently. Even when moved to a plantable area, the static texture may still remain indefinitely. This is extremely tricky for touchscreen players. When selecting a plant/zombie slot, four 90-degree right angles do not appear around the slot—this causes significant discomfort for players with obsessive-compulsive tendencies. Under touchscreen operation, dragging a plant triggers a "cross" display, but dragging a shovel over grids does not activate the "cross" display. Optimization Suggestions: When dragging a plant/zombie slot to plant, add dynamic effects to the plant/zombie texture in the slot (i.e., maintain animation state). The farther the dynamic texture of the plant/zombie is from all slots, the higher its opacity. When the dynamic texture is moved to an unplantable area, it should disappear immediately after releasing the drag, without remaining. When the dynamic texture of the plant/zombie is moved to a plantable area, there should be no possibility of permanent retention. When clicking a plant/zombie slot, four 90-degree right angles should appear around the slot, consistent with the mobile version of Plants vs. Zombies (Original). Under touchscreen operation, dragging both plants and shovels over grids should trigger the "cross" display (no display required for non-touchscreen operation). Planting can only be completed after releasing the drag in both operation modes. 【Switch and some Windows PCs support touchscreen operations. It is recommended that the above features be applied across all platforms. For reference, this functionality can align with the design of Plants vs. Zombies 2.】 Display Issues with Item Usage Currently, under touchscreen controls, the shovel cannot remove plants by dragging within levels. In the Zen Garden, items such as the watering can, golden watering can, pesticide, fertilizer, phonograph, gardening glove, and wheelbarrow cannot be used on potted plants via swiping. In the Tree of Wisdom interface, tree fertilizer cannot be fed to the Tree of Wisdom via swiping. 【Switch and some Windows PCs support touchscreen operations; it is recommended that the above features be applied to all platforms.】 Display Issue in Cloudy Weather Mode Levels In the interface of cloudy weather levels without a swimming pool, there is an abnormality in the raindrop landing animation. According to the design logic, lanes 1, 2, and 5 should show the effect of raindrops falling on the ground, but currently lanes 3 and 4 display the water ripple effect as if raindrops are falling into a swimming pool. It is recommended to fix this display error so that the raindrop animation in pool-less scenes is consistent with the actual level environment. Fix the Issue of Darkened Colors When Shadows Overlap When shadows of multiple zombies or plants overlap, the shadow color becomes darkened, which affects the game’s visual appeal and presentation. It is recommended to fix this problem so that shadows maintain their normal color when overlapping. This will make the game interface clearer and more natural, providing players with a better visual experience. A feasible solution is to adjust the shadow rendering settings: set the sprite’s opacity to 100% and control the overall shadow transparency through the layer opacity instead. This prevents color deepening caused by overlapping semi-transparent shadows . Alternatively, use a dedicated shadow camera to render shadows to a texture and adjust the display effect via a custom shader, ensuring consistent color even when shadows overlap . Fix the Visual Overlap Issue of Multiple Flame Effects Resolve the problem where the edge color of flames darkens when multiple flame projectiles or other forms of flames overlap. This ensures the normal visual effect of the game screen and enhances the player’s gaming experience. The fix can focus on optimizing the flame particle system: adjust the particle material’s blend mode to "Translucent" and properly set the opacity to avoid excessive occlusion . Enable depth testing and reasonable sorting modes (such as "View Depth") to ensure correct rendering of semi-transparent flame particles and prevent abnormal color mixing . Mini Zombie Level Sound Effect Residue Bug After completing the mini-game "Little Zombie Trouble" and the "Pool 3-5" level, when playing other levels, the zombie sound effects will be abnormally replaced by mini zombie sound effects, which affects the gameplay immersion. Abnormal Obstacle-Crossing Judgment of Dolphin Rider Zombie When a Tall-Nut is planted in Column 10 of the Pool, the Dolphin Rider Zombie can still jump over it, which violates the design logic of Tall-Nut's blocking function. "Zombie Nimble Zombie Quick" Level Speed Multiplier Function Fix It is recommended to limit the speed multiplier button in the "Zombie Nimble Zombie Quick" mini-game level to the range of 2x - 2.5x speed; currently, there is an abnormality where the actual running speed reaches 4x after adjusting to 2x speed, resulting in an imbalance in the level difficulty. Achievement "Enlightened" Difficulty Inconsistent with the Original Version The difficulty of completing the "Enlightened" achievement in the current version is seriously inconsistent with that of the original version. In the original version, players only needed to collect all plants across all scenes in the garden to unlock this achievement, even if the number of duplicate potted plants was controlled at no more than about 6 pairs. However, in this version, players are required not only to collect all plants across all garden scenes, but also to keep the number of duplicate potted plants at a minimum—an excessive number of duplicates will make this achievement unobtainable. It is recommended to lower the difficulty of unlocking the "Enlightened" achievement in this version and align it with the original version. Abnormal Display of Sun-shroom Size The size of Sun-shroom in the current version is displayed abnormally in both the Almanac and Zen Garden: In the Almanac, the size of Sun-shroom remains in its immature state at all times, which is inconsistent with the original version. In the Zen Garden, even if Sun-shroom is fully fertilized to its maximum growth stage, its size still stays in the immature state, which does not match the original version. The following feedback is presented in the form of suggestions, all of which can highlight the key significance of its remastering: I. System Adaptation and Interface Optimization Optimization Suggestions for Dynamic Welcome Interface When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile. The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Visual Optimization for Plants Transformed by the Transfiguration Eggplant Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. And I believe the current setting of inconsistent color schemes is already outdated. Plant/Zombie Slot Visual Optimization It is recommended to optimize the visual design of all plant slots and zombie slots. Instead of displaying the full-body appearance of plants or zombies, their partial facial close-ups should be used as the slot background. 【This feature can refer to the design of Plants vs. Zombies 2】 Plant Selection Interface Visual Optimization During the plant selection phase before a level starts, the following optimizations are suggested for the plant slot interface at the top of the screen: Always keep the original brown background removed. Design the empty, unselected slots into a thicker dashed line style. When a plant is selected, simultaneously display the plant’s attribute information and its corresponding animation effect. 【This feature can refer to the design of Plants vs. Zombies 2.】 Recommendations on Promoting Full-Platform Ecosystem Layout Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions: Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions; Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam. Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Visual Optimization for Plants Transformed by the Transfiguration Eggplant Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. Level Victory Effects When all levels are cleared, all obstacles (such as tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear. This keeps the game interface cleaner while bringing players a sense of victory achievement and visual satisfaction. At the moment of victory in regular levels, all plants on the field simultaneously enter a cheering mode. They convey the joy of victory through vivid gestures, allowing players to deeply immerse themselves in the scene and resonate emotionally. This effect is also adapted for the Versus Mode — the winning side celebrates enthusiastically, while the losing side shows a dejected and droopy look. The distinct emotional contrast enhances the immersive experience of the battle! Sunflower Visual Effect Optimization Adjust the orientation of the Sunflower's flower disc from facing forward to a slightly right-tilted style similar to the Marigold. This adjustment not only maintains visual coordination and unity between the two plants' flower disc orientations but also delivers a better overall visual experience. 【If you have trouble understanding the description, please refer to the attached images!】 Survival Mode Plant Visual Effect Optimization After completing the first round of battles in Survival Mode and Endless Mode, when the camera switches to the zombie camp on the right side of the lawn and the plant seed slot selection interface is active, plants must maintain dynamic effects at all times instead of appearing static. 【This feature can be referenced from Plants vs. Zombies 2.】 Optimization of Loading Interface Visual Effects The loading interface has been optimized to feature a dynamic effect in the original art style, where "the petals of the Marigold are plucked off one by one and then regenerated". The background remains pure white at all times, resulting in a more concise and unified visual experience. When entering the Zen Garden, 3 garden interfaces and 1 Wisdom Tree interface (a total of 4 interfaces) will be preloaded at one time. This can effectively avoid the problem of repeated interface loading in the current version and improve the entry efficiency and user experience. Optimization of Gold Coin Display Appearance In the current version, a money bag with a "US Dollar" icon is displayed next to the gold coins accumulated by the user. This may mislead users into thinking that these are real, withdrawable US Dollars. To prevent this situation, it is recommended to replace the money bag with the "US Dollar" icon with the stacked gold coins from the original mobile version of Plants vs. Zombies. Simplified operation logic of the main interface In the main interface, it is recommended to integrate “Mini Games", "Survival" and "Puzzle" into the "More Ways To Play" module, so that they can be accessed within this module. This will simplify the visual effect of the main interface. Additionally, there is a blinking regular zombie next to the tombstone and falling leaves. After clicking the "More Ways To Play" module, all level selection interfaces and dynamic effects should be consistent with those of the current version's "Adventure" and "Rest in Peace". 【This interface can refer to the mobile version of the original Plants vs. Zombies】 Optimization of the "Zombies" Module Display in the Almanac Currently, in the "Zombies" module of the almanac, the size and appearance of each zombie corresponding to the square button icons are uneven. Players with obsessive-compulsive tendencies find this quite uncomfortable. It is recommended to fully unify the size and appearance of each zombie corresponding to the square button icons, which can optimize the visual effect while eliminating the negative sense of disharmony. Optimization of Potted Plant Interaction Experience in Zen Garden In the Zen Garden, it is suggested that when watering a potted plant, the plant triggers a pleasant animation effect and immediately produces 6 Silver Coins the moment water is applied. Afterwards, you only need to use one of the following items on the potted plant: Fertilizer, Bug Spray, or Phonograph. Using any of these three items should also generate benefits instantly upon contact. In the current version, potted plants show no animation when watered, produce Silver Coins only after watering is completed, and require multiple watering sessions—this is quite cumbersome. Simplifying the operation not only saves time and effort but also makes the plants appear more lively and vivid! 【This feature can be referenced from Plants vs. Zombies 2 International Version】 Expansion of Level Selection Interface Operation Logic in Adventure Mode It is suggested to add separate level selection interfaces for "First Playthrough" and "Second Playthrough" in the Adventure Mode level selection screen. Levels that have been successfully cleared should be permanently unlocked, instead of the current version where all levels except 1-1 are re-locked after completing Adventure Mode. The Rest in Peace mode can remain unchanged. However, we strongly dislike having the failure records of Rest in Peace mode saved, and we are even more worried about them being permanently stored! It is recommended to add an option to "Delete All Failed Clearance Records" in the "Clearance Records" section of Rest in Peace mode. Optimization of All-Scene Interfaces Stunning and realistic lighting effects have been added to all scenarios, including the main interface, level selection interface, in-level interface, and achievement interface. Additionally, the clouds in all scenes will gently drift with the wind, adding dynamic vitality. Lawn Terrain It has been optimized into a neat rectangular structure similar to the lawn in Plants vs. Zombies 2, composed of neatly arranged grids. The grids use green colors of different shades, forming an alternating pattern of light green and dark green, while maintaining the same color tone as the original version. The white fences beside the lawn maintain a uniform vertical shape, with evenly spaced gaps between each fence to avoid an uneven visual effect. Each white fence features a unique wood grain, preventing a "copy-pasted" appearance and creating an orderly and clean look overall. Pool Terrain The lawn part of the pool terrain is optimized into a neat rectangular structure similar to that in Plants vs. Zombies 2, made up of neatly arranged grids. These grids use green colors of different shades, forming an alternating pattern of light green and dark green, and retain the same color tone as the original version. The water in the pool part has a rippling effect as if blown by the wind. It is clear and transparent, allowing visibility of the水底 (bottom of the pool) which is composed of neatly arranged grids. These grids use blue colors of different shades, similar to the sea level in the "Big Wave Beach" scene from Plants vs. Zombies 2. Roof Terrain The left slope has a standard parallelogram structure, and the right flat part has a neat rectangular structure, both composed of neatly arranged tile grids. The grids are uniformly orange-red, with no cracks or other defects, and the overall color tone remains consistent with the original orange-red. Each tile grid is separated by dark orange-red lines. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 II. Game Content Expansion Expansion of Coin Collection Methods in the Zen Garden After feeding chocolate to the snail Stinky in the Zen Garden, Stinky will continue to collect coins produced by the potted plants even if you exit the Zen Garden. When you return to the Zen Garden again, a line of text will appear: "While you were away, Stinky collected XXX coins!" This allows you to earn rewards without staying on the Zen Garden interface all the time, which is really nice! We also hope to obtain chocolate by watching ads—one chocolate per ad viewed. We strongly recommend implementing this suggestion! 【This feature can be referenced from the original mobile version of Plants vs. Zombies】 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 Addition of 2v2 Attack & Defense Mode Add a brand-new standalone mode named 2v2 Attack & Defense Mode, which is completely distinct from the existing 2v2 Battle Mode in the current version. The former focuses on two-way offensive and defensive strategic gameplay, while the latter retains the original traditional faction-based confrontation. Each mode should have its own dedicated entry to prevent player confusion. Battle Objective: Two players each manage their own plant defense lines and can deploy zombies onto the opponent’s field. The first player to break through the opponent’s 20 fixed core defense points wins the match. If no winner is determined within 15 minutes, the match ends in a draw. Sunlight Rules: Each player uses their own independent sunlight pool. In this mode, Sunflowers operate in an auto-charging manner similar to the one in Plants vs. Zombies 3 (Legacy Beta), and their levels can be upgraded by spending sunlight, with the following progression: Lv. 0 (Initial State): Grants 650 sunlight, regenerates 100 sunlight every 10 seconds; upgrade costs 300 sunlight. Lv. 1: Regenerates 200 sunlight every 10 seconds; upgrade costs 500 sunlight. Lv. 2: Regenerates 300 sunlight every 10 seconds; upgrade costs 1000 sunlight. Lv. 3: Regenerates 400 sunlight every 10 seconds; upgrade costs 2400 sunlight. Lv. 4: Regenerates 500 sunlight every 10 seconds; upgrade costs 3000 sunlight. Lv. 5: Regenerates 700 sunlight every 10 seconds; upgrade costs 4000 sunlight. Lv. 6 (Max Level): Regenerates 1200 sunlight every 10 seconds. Both planting plants and deploying zombies consume sunlight, so players must balance the costs between offense and defense. For example, planting a Tall-nut costs 125 sunlight, while deploying a Gargantuar costs 300 sunlight. Plant Enhancement Rules: Both unplanted plants in the card slot and all plants of the corresponding type already on the field can be enhanced, with each enhancement type stackable up to 3 times: Spend 500 sunlight to reduce the cooldown time (CD) of the target plant card slot and all deployed plants of this type by 20%. Spend 500 sunlight to increase the attack speed of the target plant card slot and all deployed plants of this type by 20% (without altering the animation speed). Spend 500 sunlight to increase the HP of the target plant card slot and all deployed plants of this type by 15%. Spend 500 sunlight to grant offensive plants additional effects such as Knockback, Stun, or Venom (without altering the animation speed). Zombie Enhancement Rules: Only the zombies deployed by the player can receive enhancements, such as Speed Boost, HP Increase, or Crowd Control Immunity. The more enhancements selected, the higher the sunlight cost, and each enhancement type is stackable up to 3 times. Matchmaking & Room System: Support two game entry methods—custom room creation (with password protection or public access) and quick match. In quick match, players are only matched with opponents within ±1 rank to ensure fair competition. Friend System: Add a friend system that allows players to send friend requests to each other after quick match games. Friends can challenge each other with one click, view each other’s battle records, and team up for matches. In-match text chat should be available, with a sensitive word filter enabled. Disconnection & Reconnection Mechanic: A mandatory reconnection feature must be implemented. If a player disconnects, they are given a 1-minute window to reconnect. Failure to reconnect within this period results in a loss. The winning player receives full rewards, while the losing player incurs no penalty. 【This feature can reference Plants vs. Zombies 2 (Chinese Server). It is also expected that online multiplayer and friend functions will be fully implemented in this mode. For further clarification, please refer to the attached video. Note that the content of this feedback may differ slightly from the video.】 Mechanic Expansion of 2v2 Battle Mode It is recommended to expand the content of the existing 2v2 Battle Mode by breaking the inherent limitation of "plants only countering zombies" and adding two new core confrontation dimensions: Plant vs. Plant and Zombie vs. Zombie, to enrich strategic gameplay and diversity. Plant vs. Plant Confrontation Dimension Core Mechanic: Two players each control their own plant faction and compete to seize core battlefield resource points and destroy 2–5 of the opponent’s defense lines. The number of defense lines can be customized freely by both players, with the following terrain-specific limits: For Lawn, Night, and Roof terrains: The number of defense lines required to win is limited to 2–5. For Pool and Fog terrains: The number of defense lines required to win is limited to 2–6.Both players must agree on the same number of target defense lines based on the selected terrain. Plant Lineup Classification: Available plants should be categorized into three types—Offensive, Defensive, and Utility: 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 plant lineup and defense lines. Utility plants (e.g., Magnet-shroom, Coffee Bean): Responsible for disrupting the opponent’s operations and enhancing the player’s own lineup. Sunlight Resource Rules: Each player has an independent sunlight pool. Sunlight production can be boosted either by planting Sunflowers or using the auto-charging Sunflower mechanic from Plants vs. Zombies 3 (Legacy Beta)—players must choose one option only. Random buffs (e.g., temporary attack speed boost, sunlight production doubling, card slot CD reduction) will spawn on the battlefield; these buffs can be obtained either by claiming them first or spending additional sunlight, and they cannot be stacked to amplify the randomness and strategy of the confrontation. Zombie vs. Zombie Confrontation Dimension Core Focus: Head-to-head competition between two zombie factions. Two players select different zombie builds and compete to be the first to reach the end of the opponent’s field. Brain Resource Rules: Each player has an independent brain pool. Brain production can be boosted either by placing Tombstones or using the auto-charging mechanic similar to the Sunflower in Plants vs. Zombies 3 (Legacy Beta)—players must choose one option only. Random buffs will spawn on the battlefield; these buffs can be obtained either by claiming them first or spending additional brains, and they cannot be stacked. Buffs can grant exclusive enhancements to the player’s zombies, such as Movement Speed Boost, HP Increase, or Crowd Control Immunity. Players can also deploy obstacle traps (e.g., Spikerock, Slowing Mucus) against the opponent’s faction, forcing the opponent to adjust zombie movement routes flexibly to avoid risks. Mode Integration & Rewards: The two new confrontation dimensions can be added as either standalone mode entries or unlockable advanced gameplay within the original 2v2 Battle Mode. A corresponding ranking system and exclusive rewards should be introduced to allow players to choose their preferred confrontation type, further enhancing the mode’s replayability and competitiveness, and attracting more PVP enthusiasts to the game. 【It is hoped that online multiplayer and friend functions will also be implemented in the current 2v2 Battle Mode.】 Feature Expansion of Co-op Mode The Co-op Mode should no longer be limited to local multiplayer only. It should support online matchmaking for players to team up with partners via the internet to complete co-op levels. Players should be able to send friend requests to their co-op partners, enabling them to collaborate in subsequent 2v2 Attack & Defense Mode matches, existing 2v2 Battle Mode matches, and future online co-op challenges. 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】 3000 Sunlight 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. New Characters It is suggested that unique plant heroes, zombie heroes, plants, zombies, as well as Penny, Nate Timely, Patrice Blazing from the official Chinese versions of Plants vs. Zombies 1 (including but not limited to the Westward Journey version, the Great Wall version, the Kingdom version), Plants vs. Zombies: Heroes, Plants vs. Zombies 2 and Plants vs. Zombies 3 be introduced into this version, along with innovative gameplay and mechanisms. This will not only attract more players to Plants vs. Zombies Replanted, but also keep the classics alive and enhance the game's long-term appeal and competitiveness! Traitor Plant gameplay The so-called traitor plants are villainous characters planted on specific grids, usually with high health points. After eliminating a traitor plant, not only will you get twice the sun value of that plant in return, but you can also plant your own plants in its original position. For example: The Traitor Peashooter will attack our plant camp; The Traitor Squash will crush our plants and cause damage; The Traitor Sunflower will deduct the collected sun, but eliminating it will return all the deducted sun. More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. 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. 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.】 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.】 Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!1.8KViews6likes3CommentsSome urgent bugs to fix and areas that need optimization.
Dear PvZ Replanted Team Hello, I’m a PvZ player from Japan🇯🇵. After nearly two weeks of gameplay, I’d like to report some serious bugs that need urgent fixing. Please address them as soon as possible. The game doesn’t allow saving progress in the same mode. For example, if I play a bit of Endless I, Zombie and then switch to Endless Vasebreaker, my I, Zombie progress gets wiped out. This is because both are in the Puzzle mode. When the Cob Cannon gets even slightly chewed by a zombie, the game instantly freezes and crashes. More Endless modes, not just the Pool theme, please. When zombies eat plants in the water, their sprites still bug out. The spikes from Cactus and Cattail, as well as kernel-pult, just vanish after hitting zombies — no optimization at all. The visual effect of items falling into the water should look more like PvZ2 — please optimize it That’s all the issues I’ve found so far. Please fix them — I’ll be recommending this game to more of my Japanese friends!285Views2likes9CommentsWhy can’t I launch Plants vs. Zombies™: Replanted ?
Hey everyone, I installed Plants vs. Zombies™: Replanted through the EA App, but I can’t launch it. After it finishes installing, the game just disappears from my installed list and shows an error saying it’s not installed. Anyone else having the same problem or know how to fix it?Suggestion – Add Online Versus and Co-Op Modes to Plants vs. Zombies: Replanted
Local play is fun, but not everyone has friends nearby to play with. Adding online support would make it easier to find people to play with, bring a fresh new feature to the game, and may even prevent most if not all of the backlash.Cross-Buy Confirmation for Plants vs. Zombies™: Replanted
llo, I’m interested in purchasing Plants vs. Zombies: Replanted and wanted to confirm whether the game supports cross-buy between PS4 and PS5. Specifically: If I buy the game on PS4, will I also be able to download and play it on PS5 at no additional cost? Conversely, if I purchase it on PS5, will I have access to the PS4 version? Thank you for your assistance. Best regards, Connor234Views0likes2Comments