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. 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. 【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!】 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. 【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 Issue of In-Level Plants Planted in Front of Grid Cells Currently, when dragging a plant/zombie from the card slot to plant it, the texture of the plant/zombie in that slot remains in a static state and lacks a transition from transparent to fully opaque. Additionally, if the static texture of the dragged plant/zombie is moved to an unplantable location, it will stay there permanently. Finally, when clicking on a plant/zombie card slot, four 90-degree right angles do not appear around the slot—this has been a major annoyance for users with obsessive-compulsive tendencies. It is suggested that in future updates, when dragging a plant/zombie from the card slot for planting, the texture of the plant/zombie in the slot should be given a dynamic visual effect (i.e., remain animated). Furthermore, the farther the dynamic texture of the plant/zombie is from all card slots, the higher its opacity should be. When the dynamic texture of the dragged plant/zombie is moved to an unplantable location, it should not stay there; instead, it should disappear immediately when the user releases their grip. Lastly, when clicking on a plant/zombie card slot, four 90-degree right angles should appear around the slot—consistent with the mobile version of Plants vs. Zombies (Original Edition). Currently, during in-level touchscreen operations, dragging plants and shovels over grid cells does not trigger the display of a "cross" shape (+). It is suggested that in future updates, when dragging plants and shovels over grid cells via touchscreen, a "cross" shape (+) should be displayed; this display is unnecessary for non-touchscreen operations. However, for both operation modes, planting can only be completed after the user releases their grip. [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. 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. 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 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 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. "Wall-nut Bowling" returns Primal Wall-nut: It directly passes through the same row, deals damage to 2 zombies, and then immediately splits into 2 small Primal Wall-nuts. These split nuts move in 2 directions to deal damage to targets in other rows. Explode-O-Nut: In this version, the appearance of this plant should not be the solid red color of the original Explode-O-Nut; instead, it should be consistent with the visual effects of the Explode-O-Nut from Plants vs. Zombies 2. Jackfruit (菠萝蜜 a China-exclusive plant): It directly passes through each zombie in the same row, leaving jackfruit pulp behind each zombie. Zombies will delay their movement by gnawing on the jackfruit pulp. Frost Baimaodan (寒霜白毛丹 a China-exclusive plant): Unknown Greedy Snapdragon (贪吃龙草 a China-exclusive plant): Unknown It is suggested that the international server development team could create entirely new types of bowling. 【If you don't quite understand the content of the description, you can refer to the attached video!】 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! New Two-player Duel & Cooperation Mode A new two-player duel & cooperation mode is launched. Player A controls the plants, and Player B controls the zombies. You can refer to the relevant modes in the Plants vs. Zombies PS3 version and the Plants vs. Zombies Android TV version. This brand-new battle mode will bring players a completely different gaming experience, increase the interaction and competitiveness among players, enrich the gameplay and fun of the game, and further expand the game's audience. 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.】 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. 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. Optimization of Coffee Bean's appearance The Coffee Bean remains in a state with wings all the time before being digested by the mushroom. Optimization of Gatling Pea's Appearance The appearance of Gatling Pea needs to be adjusted to that of the Gatling Pea in Plants vs. Zombies 2 to avoid the problem of inconsistent visual effects. Dynamic effect of the Hypno-shroom's cap Change the Hypno-shroom's cap effect from a single texture to a dynamic one, making it more agile and realistic in the game. The dynamic cap effect can not only enhance the game's visual performance but also allow players to more intuitively feel the Hypno-shroom's function, enhancing the game's immersion. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Optimization of the bullet tracking of the Cattail After the Cattail eliminates a zombie, the remaining bullets should automatically attack the next target instead of flying out of the field. This can make full use of the Cattail's attack resources, improve its attack efficiency, make its performance in the game more outstanding, and also meet the players' expectations for efficient attacking plants. 【This feature can refer to the Chinese version of Plants vs. Zombies 2.】 Optimization of the disappearance animation of the Blover When the Blover disappears, add animation effects of gradual transparency and slow rotation speed. This delicate animation performance can make the visual effects of the game more smooth and natural, enhance the players' visual experience, and make the disappearance process of the Blover in the game more aesthetic and ritual. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Function expansion of Cactus When the Cactus is close to zombies, it will transform into Spikeweed, launch spines with piercing effects, and grow taller to hit the balloons of Balloon Zombies. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Function expansion of the Torchwood When the Torchwood is eliminated or removed, it will trigger the effect of the Jalapeno. At the same time, it has high health points, and when zombies approach, it can attempt to attack zombies within a close-range 1x3 area. 【This feature can refer to the international version of Plants vs. Zombies 2.】 Adjustment of Group Damage for Tangle Kelp The current single-target damage effect of Tangle Kelp has limited effectiveness against clustered zombies. It is recommended that when zombies approach, Tangle Kelp can simultaneously deal damage to multiple zombies within a 1-tile range. This can significantly enhance its practicality and tactical value in the game, providing players with more effective choices for water-based defenses. Garlic and Nut Wrap Adaptation The current usage of Garlic and Nut Wrap has certain limitations. It is recommended to make Garlic applicable to "Nut Wrap" to increase strategic combinations and fun in the game. Expanded Target Ranges for Plants Threepeater: If placed in the grid at the edge of the lawn, it will fire 2 projectiles in the middle row within its range, and 1 projectile in the 1st or 3rd row of its range. This optimization can effectively reduce resource waste. Zombie Appearance Adjustment It is recommended to unify the head appearances of the Balloon Zombie, the Bungee Zombie, and the Dolphin Rider Zombie to be the same as that of the Common Zombie, making their visual effects more consistent. When zombies are eliminated by bullets carrying fire, their bodies turn to ashes instead of losing their heads. Change the appearance angle of the Bungee Zombie to be consistent with the appearance angle of the Common Zombie which faces left, while still retaining the feature of sticking out its tongue. When the Dolphin Rider Zombie appears, it is always in a state where it can be attacked. This includes, but is not limited to, the time period when the Dolphin Rider Zombie throws the dolphin onto the water surface, during which it can also always be attacked. Once the newspaper of the Newspaper Zombie comes into contact with substances with burning properties—such as lava or flaming bullets—it will trigger the exclusive effect of the newspaper being burned by flames, enhancing the detailed expressiveness of the battle scene. Optimization of Behaviors After Eliminating Zombies Once the zombie's head is knocked off, its body should fall down immediately. This can not only reduce the waste of fired bullets, but also enable pitcher-type plants to attack the next target instead of hitting the zombie's body, which is beneficial to improving efficiency. After a zombie is eliminated by a Fire Peashooter's bullet, its body should turn into ashes instead of just having its head knocked off. Standardize the animation time period for each zombie that turns into ashes simultaneously, making the visual effects more coordinated and comfortable. Optimization of Zombie Eye Appearance It is recommended to optimize the appearance of zombies' eyes to a more three-dimensional mirror effect, as if covered by a layer of crystal ball, making their characters more exquisite and beautiful. IV. Adjustment of Music and Sound Effects Music adjustment Replace all the music theme songs with those outside the (In Game) series. For example, replace Loonboon(In - Game) with Loonboon, Grasswalk(In - Game) with Grasswalk, Crazy Dave(In - Game) with Crazy Dave(Intro Theme), etc. The new music series can bring players a brand new auditory experience, avoid players getting aesthetic fatigue from listening to the same music for a long time, create a more diverse and rich game atmosphere, and enhance the players' immersion in the game. V.Optimization of Game Operation and Functions In-level Sun Purchase Feature Addition During a level, players are allowed to turn the tide of the battle by purchasing sun through watching ads or using coins. The purchase button will appear as a "plus sign" icon next to the sun value, enabling players to reverse the situation in critical moments. Below is the sun price list: 1st ad watched: Grants 500 sun 2nd ad watched: Grants an additional 700 sun (on top of the 1st ad’s reward) 3rd ad watched: Grants an additional 1,200 sun (on top of the 2nd ad’s reward) 3,000 sun: Costs 1,000 coins 7,000 sun: Costs 2,000 coins 12,000 sun: Costs 3,000 coins "Mallets" Function Optimization During a level, the method to obtain "Mallets" (for turning the tide of battle) is not limited to coin purchases—players can also gain Mallet uses by watching ads. A purchase button in the form of a "plus sign" icon will appear next to the "Mallets" button, allowing players to reverse the situation in critical moments. Additionally, Mallet uses can be acquired in the in-game shop either by watching ads or using coins. Below is the Mallet price list: Each ad watched: Grants 1 Mallet use (players can select the desired Mallet type); a maximum of 10 ads can be watched daily to obtain this reward. Discount rules for bulk Mallet purchases: Purchasing 2 Mallet uses: 15% overall discount Purchasing 3 Mallet uses: 25% overall discount Purchasing 4 Mallet uses: 30% overall discount Purchasing 5 Mallet uses: 40% overall discount Note: There is an inconsistency in the original text (stating both "2 uses = 15% discount" and "2 uses = 50% discount"). If following the original intent strictly, retain the 50% discount for 2 uses and adjust other tiers accordingly to avoid contradictions. When the level is in accelerated mode, the duration of Mallet effects will not be reduced by the acceleration. This ensures the gameplay logic is more reasonable for players when using Mallets during acceleration. When a Mallet is in use, all zombies will remain immobilized, while plants can still attack zombies normally until the Mallet effect ends. Optimization of functions for each button within the level The speed multiplier can be adjusted by "pressing shortcut keys" or "dragging the slider" For example: In 1x speed mode, pressing the 「Enter」 key can switch sequentially to 1.5x, 2x... and cycle incrementally; For example: In 1x speed mode, pressing the number key 「2」 switches directly to 1.5x, pressing 「5」 jumps directly to 2.5x, and pressing 「1」 reverts directly to 1x; For example: Hold down the 「Speed Up」 button at the bottom right corner— the button will switch to a 4-speed multiplier slider. Drag the slider (without releasing) to adjust the speed multiplier in real time; it will automatically revert to the regular button state when released; When tapping the 「Speed Up」 button, add the same interface animations and audio feedback as in the international version of *Plants vs. Zombies 2* to make the level experience more engaging and eliminate monotony. When zombies approach the house, nearby zombies will trigger a red flashing alert visual effect, and the 「Speed Up」 button will automatically reset to 1x speed, further amplifying the tension! Pressing the 「Space」 key will pause the level and trigger the newspaper zombie animation display simultaneously. Adjust the 「Menu」 button in the level to a 「Pause」 icon. After pausing the level, change the 「Pause」 icon to a triangular 「Play」 icon. Moreover, the "Menu" button should remain usable at all times, whether the level is paused or in progress. The "Speed Up" button should also remain usable even when the level is paused. Addition of the "Temporary Obstacle Attack Access" Item The item can be used at any time in any level with obstacles after the first purchase. After use, tombstone-type obstacles can be attacked by plants within 6 minutes. Starting from the 2nd purchase, each purchase extends the "obstacle attackable duration" to 12 minutes based on the current duration. Starting from the 3rd purchase, each purchase extends the "obstacle attackable duration" to 36 minutes based on the current duration. This item can be purchased a maximum of 3 times. "Endless Siege" Plant Mechanic Optimization In levels of the "Endless Siege" type, a large number of sun-producing plants such as various types of Sunflowers and Sun-shrooms can be used as sun sources before clicking "Start Battle". There is no need for any waiting after all plants are planted — once "Start Battle" is activated immediately, all Sunflowers on the battlefield will produce sun right away, while Sun-shrooms will first produce 15 sun and then grow up instantly afterward. This feature is sure to be loved by players and will improve gameplay efficiency! Display an indicator before planting a plant Before planting a plant, a red or green indicator showing the plant's effective range will appear. If the plant is to be planted on an unplantable tile, the indicator for its effective range will be red; if it is to be planted on a plantable tile, the indicator for its effective range will be green. For example: When planting a Cherry Bomb on a plantable tile, a 3x3 green range indicator will be displayed beforehand; when planting a Cherry Bomb on an unplantable tile, a 3x3 red range indicator will be displayed beforehand. For example: When planting a Peashooter on a plantable tile, a green range indicator covering 1 row ahead will be displayed beforehand. If there is a slope in front of the planting tile, the green range indicator for the 1 row ahead will be shortened. When planting a Peashooter on an unplantable tile, a red range indicator covering 1 row ahead will be displayed beforehand. For example: When planting a Puff-shroom on a plantable tile, a green range indicator covering 5 tiles within 1 row ahead will be displayed beforehand; when planting a Puff-shroom on an unplantable tile, a red range indicator covering 5 tiles within 1 row ahead will be displayed beforehand. 【This feature can be referenced from Plants vs. Zombies 3】 Suggestions for Optimizing the Consumable Item Mechanism in the Zen Garden In the Zen Garden of the original *Plants vs. Zombies*, there is a mismatch between the usage logic and resource consumption of consumable items (Bug Spray, Chocolate). Specifically, if players use Bug Spray on potted plants that do not require pest control (e.g., plants already in a happy state or with no need for Bug Spray), or repeatedly feed Chocolate to potted plants that have already been fed, the corresponding item quantities will still be deducted directly. This loss is irreversible and often leads to unnecessary waste of players' resources. To improve this experience, it is suggested that the consumable item deduction mechanism be adjusted in *Plants vs. Zombies: Replanted*. Item quantities should only be deducted when a potted plant is clearly in a state that "requires Bug Spray" (e.g., when pests are present, or the plant is not in a happy state and needs pest control) or "can accept Chocolate" (e.g., when the plant has not received the Chocolate bonus yet, or the Chocolate effect has expired). If a potted plant does not need the item (e.g., it is already in a happy state, or Chocolate is fed repeatedly), an "invalid use" judgment should be triggered, and no item quantity will be consumed—thus avoiding unreasonable resource loss. Optimization of Virtual Currency Deduction Policy Gold coins, diamonds, and excess enhancement items spent within a level will only be deducted by the corresponding amount if the level is cleared successfully. If the level is failed or exited midway, the gold coins, diamonds, and excess enhancement items spent in that level will not be deducted. In addition, a prompt regarding this policy will be marked on the game pause interface. Implementing this policy can not only effectively avoid unreasonable losses but also effectively prevent the risk of user churn, while significantly improving the user experience! Therefore, we are in great need of implementing it! Expansion and Classification of the Plant Slot Currently, at most 9 plant slots are far from enough for some players. It is recommended to open the function of purchasing more plant slots. At the same time, when selecting plants, classify the plant slots into two columns, namely the plant slots exclusive for white cards (10 slots) and the plant slots exclusive for purple cards (3 slots). In this way, plants of different qualities have their own independent slot areas without interfering with each other, making it more convenient and faster for players to select plants, effectively solving the problem of insufficient plant slots, and improving the strategy and operation experience of the game. Expansion of gesture functions for collecting various resources Collecting sunshine ☀️, diamonds 💎, gold coins and silver coins is not limited to the click gesture. It also supports the swipe gesture and swiping the unclicked cursor to collect resources in batches. 【This function can refer to *Plants vs. Zombies 2* and *Plants vs. Zombies 3*.】 Addition of the "Auto-pickup Resources" item After users actively watch an advertisement, they can obtain an item that can automatically pick up sunlight ☀️, diamonds 💎, gold coins, silver coins, and potted plants in the Zen Garden. Each item remains effective for 60 minutes. During the effective period, it will automatically collect various resources, and after the time expires, it will return to the manual pickup state. It should be noted that the usage time of this item will only be deducted when the level is won; if the game fails or the level is exited, the item's time will not be consumed. This setting can help players efficiently collect resources in batches, making it more reasonable. Optimization of Endless Mode Rules In Endless Mode, even if the challenge fails midway, players can still restart from the currently achieved level progress, without having to start all over again due to a single mistake. In addition, the lineup at the time of failure will not be saved; instead, the initial lineup of the current level progress will be automatically called, making the mechanism more reasonable. 【This feature can refer to Plants vs. Zombies 2.】 Endless Mode Mechanism Adjustments The current plant lineup is automatically saved after the end of each round. Adjust the final level of Endless Mode in each world to Level 200, with a Boss challenge set every 5 levels: Defeating the Boss rewards generous prizes; Clearing regular levels also grants certain rewards; Completing Level 200 unlocks extremely lucrative rewards. This design gives Endless Mode a stronger sense of progression and accomplishment, rather than being a literal "infinite loop." Optimization of the Lawnmower Mechanism: In Endless Mode, if lawnmowers are lost, all missing lawnmowers will be automatically replenished when selecting abilities before the start of a Boss level. Additionally, any lost lawnmowers will be automatically restored every 5 rounds. Optimization of Failure Handling: After a challenge failure, there is no need to start over from the beginning—you can restart from the current level progress you have achieved. Meanwhile, the lineup used at the time of failure will not be saved; the system will automatically load the lineup from the initial stage of that level progress, making the mechanism more reasonable. Clearance Reward: After completing Level 200, extremely generous rewards will be issued, along with a prompt message: "You have completed the final level of this world’s Endless Mode. Well done!" VI. Visual Effect Optimization Optimization of Sunflower's Visual Appearance Adjust the orientation of the sunflower's flower disc from facing front to a slightly right-tilted style similar to that of a marigold. This adjustment will not only make the orientations of the two flower discs visually coordinated and unified, but also bring a better overall visual effect. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 Optimization of Plant Visual Effects in Survival Mode When the first round of Survival Mode and Endless Mode is completed, the camera switches to the zombie camp on the right side of the lawn, and when in the plant slot selection interface, plants must always maintain dynamic effects instead of being static. Solve the Problem of Darkened Color When Shadows Overlap When the shadows of multiple zombies or plants overlap, the color of the shadows will be darkened, which affects the beauty and visual effect of the game screen. It is recommended to fix this problem so that the shadows maintain a normal color display when overlapping, making the game screen clearer and more natural, and presenting a better visual experience for players. Handling of Obstacles After Level Victory When the level is won, all obstacles, such as tombstones, arcade game machines, ice blocks, etc., should automatically break and disappear. This can make the game interface cleaner, highlight the players' sense of achievement after victory, and also make more clear preparations for the next game, improving the players' gaming experience and feelings. VII. Optimization of Ads and Benefits It is recommended to introduce regular plant group purchase activities the more players participate in the group purchase, the higher the proportion of virtual currency refunded after the activity ends. After the first 4 plant group purchase activities are completed and the currency refund is processed, the next batch of group purchase activities will be launched immediately. Meanwhile, the activity interface should fully display all plants scheduled for group purchase to help players plan their participation in advance. It is proposed to introduce the popular gift code mechanism from the Chinese server to the international server After obtaining a gift code, players can directly paste it from the clipboard into the gift code input box in the game. Upon successful redemption, they can receive generous rewards such as plants and virtual currency, thereby enhancing player engagement and game stickiness. Achievement Function Expansion By completing and activating the corresponding achievements, you can unlock exclusive rewards, adding a stronger sense of ritual to every accomplishment. VIII.Matters Needing Attention Third-party advertisements should not auto-play without the user's permission. This not only seriously damages the user experience but also leads to a large loss of users. Please do not implement a policy that requires deducting stamina points before playing main storyline levels. Please do not obtain rewards by adding any paid (monetized) channels; rewards can only be obtained by consuming virtual currency or watching advertisements. Please do not include chlorophyll elements. It is necessary to retain the original gameplay while continuously innovating to strike a balance between the two. The above are some of my suggestions and feedback on Plants vs. Zombies Replanted. I hope the development team can seriously consider them. I believe that through continuous optimization and improvement, the game will become more exciting, attract more players, and bring a better gaming experience to everyone. Thank you, the development team, for bringing us such an interesting game. I look forward to the game getting better and better!1.2KViews6likes3CommentsSome 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!216Views2likes9CommentsWhy 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, Connor192Views0likes2Comments