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Is a 64 bit android version in the works? 

Yes

Sweet, thanks

Im curious, is there a chance this has gamepad support for people playing on retro handhelds?

Unsupported on the Galaxy S25.

A fix for this is in the works. I'll make a post once it's ready

HOW DO I OPEN THE GAME ON MY LAPTOP

You must extract the folder, open it and double click the .exe file. You can create a shortcut by right clicking and then send to desktop

thanks

(-2)

Wow the new guy of laptop (or desktop), doesn't know how to open the game

is this open source

Not really. The GitHub repository is private, but you can modify the game using Undertale Tool Mod

yeah i understood that i was thinking of reverse engineering it and making it to mod and understand the code and stuff like that

Can I play this game during the live broadcast

Yes

Hi

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They called me a mad man, a crazy man even. And it is true but I'm also rich because of that 

I don't know why but the game is crashing. I'm currently on the night stages but can't progress from this crashing, game seems pretty fun though nice fangame

The game is not fully compatible in mobile devices (where i'm assumming you're playing). The game will receive a fix in the future for this problem.

What is the deal with the final level?

I am fully ready to accept it as a skill issue, but I cant figure it out. It seems like a matter of trying to live till the conveyor feeds enough lights to break all the chains.

When it gets close though, cant put scardy shroom in front, because it close, and cant put it in the back, because packages will disable everything, even the one breaking the package.

Im kinda done with hoping for good package rng

I guess i'll do more adjustments in that level in the next patch (you can beat it consistently right now, but i get it can be hard to figure it out).

Btw, the rate of Planterns in the boxes is fixed, not random. I made a video a while ago showing some tips to beat the level, if you wanna check it out.

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Level 22 is the culmination of my last two comments. Buckethead, Necromancer, and Gardener all in one level plus you don't have Iceberg Lettuce until you beat it so Torch can be annoying.

And before the creator just says "plant puffshrooms to distract necromancer" A: there's nowhere to plant them since the lawn is already way too clogged with graves to clear, and B: they can just... target another lane and ignore them anyway so they're useless!

Night levels in general are just not fun. There's no fun to be had, just waiting for the RNG to spit out a favorable seed. I genuinely don't know if they're designed to force you to coin grind for shop upgrades or if the dev just doesn't know how to design them. Level 22 is only the start of the pain and suffering and RNG hell this world presents. This is the first game I've had to edit my save file in (give myself 99999 coins) just to progress and I hope it's the last.

I loved most of the Day levels, with the notable exception of level 10, and I wish I could love the Night levels so much. Here's hoping the Pool levels are less RNG.

I barely used grave busters, wall nut would have been a better option. And yes, I baited necromancers with the methods you just mentioned (I just used a sunflower at the beginning to start with 50sun instead of 100, and didn't use twin at all).

You don't need any upgrade, plant or costume from the shop to beat the full game including hard mode.

The only night level I don't like is level 18, and I'm gonna change it in the next patch.

And although you can criticism the game, if you aren't having fun, you can stop playing anytime you want.

Btw, the plants you use to bait necromancer should be in other lanes, even behind the zombie, so I don't know wdym when u say that they can just target a plant in another lane, since they're coded to attack the closest plant to them.

This whole time I thought it was just random targeting, hence me saying they will just attack another plant.

L accepted

Also gardener zombies are the spawn of Satan. The fact that the only way to deal with their poison attack is a plant that's purchased from the shop is just plain evil.

Yes, you're right, I was planning to add a new plant to the shop so I can move healer shroom to adventure more, but I haven't had much time.

However, gardener zombies aren't much of a deal, they need 2 shoots to kill a common plant and healer shrooms aren't that really useful.

Not sure what I'm doing wrong then since they regularly set me back loads. I guess I just am not optimizing for DPS as much as the game wants?

Necromancers are making me crash out
if only they actually had a degrade so I could know when they were close to dying
hint hint

That would be a nice QoL change, I may add it.

Okay so I finally managed to get past level 30 and here's my update on the game. Going to be reusing my gamejolt comment with some editing, mostly because you seem to be more active over here on itch.io as opposed to Gamejolt.

Issue 1: Statue Zombies feel too random. Personally I find it kind of annoying they have barely any foreshadowing. Especially because multiple can spawn at once and it's not possible to defend every lane at once even with potato mine, cherry bomb and walnut.

I simply believe the cost and delay on the plant reloads is too much to not make it at least somewhat RNG if you can defend properly against statue zombie. As the early levels aren't super hard, it's not a HUGE deal but it's part of the early game that I don't like.

Issue 2: Playing as Zombies in battle mode is completely unfair on Hard. 
This is an issue I have to somewhat take back. Playing as zombies is unfair... for the plants specifically on night. Necromancers just kind of blow up the plants defense, which thankfully reduces the difficulty of getting the undead mastermind achievement.

Getting it during day / sunset is still a crapshoot though because of how cherry bomb works and the AI not needing to plant sunflowers.

Issue 3: I don't like that puff shrooms disappear. I'd rather they be nerfed somehow than vanish over time but that's just a personal opinion.
This is another one I have to take back somewhat. I don't like part of my defense randomly vanishing after a while but it's a good implementation of puff shroom.

Issue 4: Gravestones kind of suck before you get Gravebuster. You just kind of have to hope for decent gravestone rng or you might have to reset.

I still think this is true. Gravestones are super hard to remove properly and come so fast that your only options are massive damage or exploding them, which is a really big waste of your cherry bomb and really dumb to do with potato mine. I don't think any of the pre-gravebuster levels are bad per-say but some of them do feel a little luck dependent.

Issue 5: It'd be nice to have a quick way to grind money. I know it's not intentional but I don't really like waiting to get money for specific shop upgrades.

I won't lie, I did simply edit the save file for more money. I have no idea what's the best or what I should be buying and I don't feel the need to wait when it's theoretically possible to just replay levels for cash.

Issue 6: The night levels feel very unbalanced with grave productions. They can spawn directly in the way of your plants and constantly block shots, making them even worse than statue zombies as they have literally no warning. I guess the way to deal with zombies behind them is Fume Shroom, but that still means that most of your defense is still ruined. I'm just... not liking the night levels all that much to be honest. Grave just simply spawn too often. Gravebuster by itself is not enough and the 2nd best grave remover (cherry bomb) has too high of a cooldown.

I still stand by the above comment I made. Gravestones simply spawn too often and too quickly. Throw on necromancer zombies for added pain and a lot of these levels just... aren't that fun to play. Like sure, they're all fairly beatable, but that doesn't mean I like all of them.

Issue 7: The boss fight is what made me stop wanting to play for now. The enemies that can spawn graves are already pretty frustrating especially as sometimes it's really hard to deal with them. An entire boss that does it constantly with a lot of health? Too much.

It wouldn't be so bad if they conveyor belt was faster and gave you more gravebusters (or some other plants that aren't mushrooms) but some of these levels are starting to feel like I'm getting lucky more than I came up with a good strategy.

I do really like the game but I can actually see why some people think it's too difficult now. I don't feel like it's really that hard just some specific enemies and gimmicks are too inconsistent.

I did finally get past this boss today after a few tries and my opinion hasn't changed at all. I used the same strategy each time (I tried a new one) and at one point I did finally win. But it didn't feel like I won based on skill, it felt like I just finally got decent luck with the conveyor and the boss deciding not to spam gravestones the entire time.

I get you said one player simply had a skill issue on this boss, but I don't find the boss to be very well designed. If there was a better selection of plants, like at least giving cherry bomb or extra gravebusters, I might have had fun with the boss. It's a cool concept that I simply did not enjoy that much, and beating it didn't feel that great either.

Issue 8:  Healthy Garden doesn't seem to work properly on level 2 of adventure. I beat the level without any of my peashooters / sunflowers getting damaged (which took quite a few resets) and I didn't get the achievement.

Overall this is a good fangame that I find very charming but it has some design choices I find a little questionable that detract from the overall experience. I'm sure there will be more balancing in the future and I look forward to what comes out.

(-1)

Statues are supposed to be kind of a surprise attack. You're supposed to adapt your strategy so you don't get overwhelmed by statues. Btw, statues are only a problem in the first house. After that, you barely see them.

About gravestones, the strat I've seen everyone do, including myself, is to destroy them with puff shrooms in the early game, specially sun shrooms. Grave busters has a property, when it destroys a grave, this one won't spawn when called by a flag as some others will do. Also, gravestones placement is not random, there are spawners pre placed.

Necromancers are very easy to kill and bait, you just have to place puff shrooms or even sun shrooms in other lanes and wait til your real attackers kill them. You can even use iceberg lettuce to avoid them to do anything.

About the night boss, I still think it's pretty easy, the order of the attacks it's always the same. Personally I keep at least 1 or 2 grave busters in the conveyor so I can use them against the spells that spawn graves, and use the rest to remove th special gravestones. I think the plant selection is good, by having the 3 mushrooms, 2 wall plants and premium plant that affects the entire lawn (which I also keep at least 1 for emergencies).

You even have lawnmowers, so even if the early game is overwhelming, you can continue the fight. I'm currently watching captain flare's streams beating the entire game, and I've only seen 2 levels that are very bad, one being 18 and the other one, level 44. I think the rest of the game is fine, although some hard mode levels like 1-4 feel more like experiments rather than actual levels lol. (Btw, in the next patch I'm changing those 2 levels I mentioned)

I might increase the money production because you're right, it feels kinda slow, and the only way to get a lot of money is by playing whack a zombie, or maybe even playing endless since zombies drop more money there.

By last, you cannot unlock achievements before level 7, that would make some achievements trivial cuz you would go to level 1 to unlock them.

Thanks for playing and for the feedback, mate! I'll check some of the stuff you mention once I have time to work in the game :b

Question: at what level does multiplayer unlock? It's a fun game, but I did initially download it because I wanted to play with my siblings. This game is much more difficult than the original (not that PvZ is known for being a hardcore, gruelling game) and while I'm sure many people appreciate the challenge, I am not one of them. If I need to grind through the entirety Adventure Mode before I can even see what multiplayer entails, I'd probably be better off stopping before I invest too much time and effort into something I'll just be frustrated at for most of my play time.

Anyway, nice work! Despite being more of a challenge than I'm personally looking for from PvZ, I'm sure a harder PvZ is filling a niche, and it seems to be well-made. The art especially is a highlight; you've found a sweet spot between the original's style and your own thing. The pixel art is very charming. I really like that you can set your cursor to be a zombie arm. I've only played the first PvZ, so I don't know if the music is from later entries in the series or if you made the remixes yourself, but if it is the latter, good work on that too!

(+1)

You unlock versus mode in level 14, however, if you're in PC you can modify the save file to unlock everything.

Look for the folder %appdata%/PVZ_ND and open the file save data.ini

Then set the variables "niveles" to 74, "dinero" to a higher number to buy the shop, and all "hard level" to 6 to unlock all hard mode plants.

If you're in android, I guess you could join the discord server and ask if someone can borrow you a gamejolt account with everything unlocked.

And almost all of the music is a remix :b

(+2)

TYSM! I can probably manage to get up to level 14, but even if I can't I am on PC so it shouldn't be an issue. Keep up the great work!

(+1)

was fun at first and i found the art charming. got through day and some of night, and enjoyed beating hard mode day 1&2, but tapped out with the introduction of necromancer zombie. watching it wipe a lane over and over unopposed was frustrating. in a span of a minute i watched it toss my wallnut, 3 fume shrooms, and instakill my snow pea since there was nowhere i could go all while spawning tombstones. then i just walked up and ate my 3 garlic drones and 2 sunshrooms and trigger the mower, only for two pail zombies to enter the lane after while a new necromancer appeared in another lane and started the process again. somehow this isnt a boss unit so i can only assume it gets far worse later in so i bowing out here. appreciated the attempt though.

You can bait necromancer into attacking other plants (like puff shrooms and sun shrooms) by planting them near to it.

You can also freeze it, use potato mines close to the 9 column, cherry bomb it, or just use grave busters to remove the grave and plant more stuff to kill it.

Fr, I've seen videos where ppl don't let necros do anything cuz they kill them too fast.

(+1)

The game is peak.

I'd love to glaze the author, but we all like to say a bunch of shit more, so here I am. I feel like all of my criticism is heavily subjective.

Overall the balance is decent. There are some flashier plants than other (which is fine), but most of them are at least usable. The majority have their niche, even those that can be considered as a "jack of all trades".

Honestly, it feels like the weakest ones (I'd say bowling bulb and watermelon) are such because of their long cooldown and their really specific usage, that requires to bring more attacking plants alongside. The Scaredy-shroom is also on the weaker side because of what a menace puff shroom is. A small buff to the former with a small debuff to the latter (i'd say the puff shroom has to have the same attack speed as the sea shroom does) should make it better. Or maybe I'm tripping and all of the mentioned above are actually really good LUL.

Often this game fails to provide a plant introduction level. For example, the level after the introduction of watermelon actively punishes you for its usage, as it leaves only about 5 columns to utilize a close-ranged plant against long-ranged zombies. I'm not saying that you have to address this issue, maybe I'm a part of minority in that regard.

I want to have more hard levels. Like absurdly hard levels. Something similar to what chinese mods provide. I'm on lvl 60 in the story mode and completed 3 out of 4 hard levels sets and barely noticed much difficulties. Maybe a couple required at most 5 resets to develop a strategy and fine-tune it.

Lastly, I think the art style of basic zombie and sunflower is bad. The graphics is mid and to me the weakest par of the game. HOWEVER the detailing is really good, for example pea stamps on the door of the screendoor zombie or various paint stamps on the buckethead zombie

Serious watermelon is the best plant design this franchise has ever witnessed, period.

Some of the stuff you mention is going to be fixed in the next patch, lol

Bowling bulb recharge was reduced a little bit

The level after unlocking Screamelon was completely reworked, and also the night level with multiple scaredy shrooms.

About the art, you can't ask me too much, since all of this is programmer art :B

And I can't add stupidly hard levels in adventure, not even in hard mode (people sometimes complains a lot, although some complains are valid)

They're just have skill issues

why i can't use rtx on this game?

Wdym

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Alright. This game is amazing. Godlike progression, good balancing, fun and interesting new plants, a serviceable costume system, refreshing zombies to play around (looking at you, statue), and a very faithful implementation of old mechanics that isn't afraid to put new stuff on the table. Just great all around; in fact, I might've, uhhh, gotten addicted for a bit? I beat the entire first world in one sitting, back when I started.


Still, I have a few small gripes so far, and a single major one (haven't beaten it all yet):

- The graphics can be really cool and charismatic in some areas (namely, in the Sunflower's redesign and the general vibes of both the Potato Mine and the Buckethead), but I feel like the game could do with a small amount of extra shading and muted colors —it just feels a bit TOO bright and cheery sometimes, which can be jarring when some of the older zombies and stage layouts make comebacks—.

 - Also, the spritework is very competent and consistent in what it's trying to do, but MAN, can the animations be flip-floppy. Sometimes, they're great, and convey everything the need to, with a few having really cool VFX associated to them!... but other times... other times, I swear, I've had beef jerky less stiff... looking at you, Imp, Cherry Bomb and Peashooter... looking at you.

- The shop feels a bit unbalanced, entirely due to the fact you can buy extra seed slots for an extremely high price. Due to seed slots probably being  the single most important limitation for the player, and thus, the prospect of expanding them being awesome, there's far too much incentive to spend on ABSOLUTELY NONE of the actually interesting stuff for AGES, like plants and costumes, rather than the straightforward, powerful and extremely costly seed slot. It would be cool if there was some other way to get that kind of upgrades, rather than cash, as they really monopolize the whole shop unless you go out of your way to get what you know SHOULD be more fun. Players are like kids, new plants are like veggies, and seed slots are straight up McDonalds. One of them is more appealing thanh the other, but that doesn't mean it's good for the kids' health; you should probably introduce a way to make sure they actively choose to eat their veggies WITHOUT taking away the ocassional Big Mac.

- The game almost always runs SMOOTH AS BUTTER, with the typical lag spikes you might expect from some other games being essentially nonexistent here. However, despite this, it is with *Performance* that one of my few, yet biggest criticisms of this game arises: the game can be unstable. What do I mean by this? Well:

      > Initially, you won't notice anything! everything's going smoothly, you beat a few levels, unlock a few plants, but when you start getting to some of the spicier stages, and the zombies and on-screen entities start stacking on top of one another, you'll begin to notice something: "Why are the shadows blipping in and out? Why is all the text also doing that? a layering issue? not loading properly?" You might notice a few lag spikes here and there, maybe the audio cuts out for a split second, nothing major. 

And then shit hits the fan.

The game freezes. BADLY. you can move your mouse, but nothing works. If you're smart, you'll try to close the window by now. "But what about all the PROGRESS YOU MADE?", you ask yourself, so you keep it open.

Then the audio cuts out. Nothing works, not even alt+F4, surprisingly (though that may be my own computer's incompetence, as it's got like 15 years in the bag already).

Then the screen tears. Welcome to the beautiful land of Fuckety-Fucked tm.

From then on, hang tight and watch the fireworks, as your display proceeds to multiply, fragment and overlap, for some reason. This is actually pretty funny, right up until you notice everything's crashed, all your progress has been lost, and your computer has been bricked from anywhere between 2 to 10 minutes.

So, uh, yeah, great game all around, PLEASEFORTHELOVEOFDAVEKEEPATITBUDDY, but please look into that resource usage (?)  bug.

Edit: forgot to mention it, but I actually like how challenging the game can be. It really demands experimentation from the player, and I love that.

(+1)

The sprites and animations are also made by me, so it's programmer art, don't ask me too much (I think the graphics are decent, tho, but nothing as an artist's work)

I maybe address the shop problem in the future, because what u say is pretty valid.

And about the performance, I really thought it was the android version while I was reading, but since is the windows version, it may be because of your old software. The game is fully compatible in Windows 10 and 11.

I'm gonna port the game to a newer game engine soon, and maybe in that software, exporting to windows will result in a more stable version, even for old hardware.

(+1)

Oh, that's just lovely. Big thanks for the reply, my man!

I HATE YOU SO FUCKING MUCH FOR MAKING THE BULLSHIT THAT IS LEVEL 61

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Me when rage quit.

If you need help, you can join the discord server, there's a dedicated forums for that.

I'd like to apologize for what I said. You don't deserve that, you're just trying to make a fun and challenging fangame.

My opinion on 61 and any other "Dark" levels won't change though, I still dislike them. They're just too frustrating to find any joy in them. I need to be able to at least see an outline of the yard.

Other than that though, this game's pretty fun.

Though one other thing I'd like to say is that the mouse cursor needs to be more noticeable. Many times I found myself asking "Where's my mouse!?" in all the chaos.

Maybe you could even add a QoL upgrade by including an option where one can just hover their mouse over suns and coins to collect them without clicking.

Again, sorry for being so rude. I really shouldn't be playing on so little sleep, makes it hard to filter out my emotional outbursts.

Welp, I haven't added that QoL change because you can just hold the left click, you don't need to click every sun/coin individually. However, I might add it in the future.

Abt the dark stormy night lvl, did you already try using Plantern, right?

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Yeah, I'm past 61 now. It's 68(?) I'm having trouble with now. The one where there's rain and fog at the same time.

I hate Rocket Zombies.

Edit: Went to the Discord, found some tips and cleared it.

Ayo, Calm down

does this have controller or keyboard support? and if not do you plan too add it?

It only has controller and keyboard support for Versus mode, but I might add it for the rest of the game (btw, you can use hotkeys for stuff like selecting seeds [with the numbers] or using the shovels [with tab or middle click])

(+2)

ngl, you should make any update be available for example update 1.3

Maybe, but i don't have all the versions unfortunately.

What I have tho are a ton of alpha versions, idk if anyone is interested on playing those pre v1.0 versions lol

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