Version 1.3.5 Plants in multiplayer versus mode basically can't win assuming both sides have fully functional thinking(unless its special delivery, in which case zombies can't win). So it requires more balancing.
Some more actionable ideas: -Making the economy of both sides more even. According to the friend I tested this gamemode with, paraphasing here: "the sun flowers are a lot easier to kill than the gravestones." Personally I just recommend giving the sun producers a faster production speed. -The polevaulter probably should be nerfed, but this is mainly because its hard to deal with them when you're already strapped for sun. -A lot of zombies being able to be spawned 3 tiles into the lawn and leaving the plant side with 6 tiles to react to them gives a lot of initiative to zombie side, recommend either giving plant side more lawn space, or making more zombies appear from offscreen.
During the play sessions we introduced an idea of a ban system, the games were more fun, and felt slightly more balanced, just zombies still had a distinct advantage.
Separate note, campaign + hard mode was fun, some of the levels that banned sun producers and/or put plants that needed to be protected in the front of the lawn were kinda "wtf evil dev" but were beatable after a lot of attempts.
- The game locks me out of my access to the sea-shroom.
- The UI in the level selection screen is glitched. The example I could find is that the weather levels are using the sun instead of the cloud as its symbol.
The second one is not an error, it shows a sun because is the button to access day levels.
I may need more details for the first one, there was an error in the release that blocked sea shroom in a level if, in CYS, you opened the almanac, but that was already fixed.
I know Puff-Shrooms are overpowered in the first game's night levels, but IMO making them self-delete is too big a nerf. It would make more sense to halve their HP; it's small, so it shouldn't take a zombie as many bites to eat it.
I disagree, it's still one of the best plants in the game, a almost obrigatory pick in every night level, and it takes so much time to die that when your first puffshroom die from age you already has 2 or 3 in everysingle lane and has builded your economy. Buffing then in any way would make night levels way to easy.
I guess I could place it in the second column where ranged zombies stay while others walk past my dark garlic drone to stop tanking for it for more than an instant. kinda like spikeweed I guess
I remember back when I played PvZ, I'd go into last stand to design a formation, then go into [survival: pool] to grind for coins. weirdly that's become part of the experience I've associated with it
speaking of which, I tried reproducing old strat that uses gloom shroom in front column (that works by making use of the fact that ducky tube zombies don't start biting wide pumpkin until they walk into pool. then I'd do all that stuff like stalling final zombie on first wave (sigh, if that cheese were useful in this game, being able to keep low dps ranged zombie in 2nd column indefinitely (unlike with basketball catapult zombie which drives forward after a while) would make it even more convenient) to build up sun for winter melon support, then take my time adding pumpkins to other less critical stuff, replace sunflowers with marigold, etc.) which doesn't suit this game in all sorts of ways
I had so much fun testing underpowered strats on purpose. I have an idea about garlic. (can do the same for bottom. but it's just a test for fun) dark garlic drones in top lane, with garlic at upper right. now, even with zombies walking down the adjacent lane, side effect cloves won't be shot. for the brief instant that zombies show up in the edgemost lane, trios of cloves can be shot, but half will be wasted from being sent even further above. I genuinely like this. not off screen but miss besides entire lawn. just sailing past all zombies (since I'm only interested in messing around for now, I edited file and skipped a lot of content, so for all I know, there might be stuff to hit)
also, I keep trying to get whacky with torchwood due to vague memories. iirc, placing torchwood besides threepeater was smth from regular PvZ, and as for trying to ignite peas leaving lane, see:
nvm, just make sure to place garlic drone first, then rotobaga will go below it. almanac description is completely correct, but if garlic drone was introduced later, I'd move the exception from one plant to another. "can be planted on any surface" purple text is fine since terrain stuff go there so I should leave other stuff out of it, but garlic drone's normal dark blue desc "can be planted on other plants" would get extended with "except for rotobaga"
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Awesome game, some of the new music is a masterpiece (JosmoQR is a genius) i love the graphics. Hard mode is my favorite :)
no linux release? :?
No, but I guess you can play using Wine or even adding the game to your steam library to use Proton
thank! i'll try that
Version 1.3.5
Plants in multiplayer versus mode basically can't win assuming both sides have fully functional thinking(unless its special delivery, in which case zombies can't win). So it requires more balancing.
Some more actionable ideas:
-Making the economy of both sides more even. According to the friend I tested this gamemode with, paraphasing here: "the sun flowers are a lot easier to kill than the gravestones." Personally I just recommend giving the sun producers a faster production speed.
-The polevaulter probably should be nerfed, but this is mainly because its hard to deal with them when you're already strapped for sun.
-A lot of zombies being able to be spawned 3 tiles into the lawn and leaving the plant side with 6 tiles to react to them gives a lot of initiative to zombie side, recommend either giving plant side more lawn space, or making more zombies appear from offscreen.
During the play sessions we introduced an idea of a ban system, the games were more fun, and felt slightly more balanced, just zombies still had a distinct advantage.
Separate note, campaign + hard mode was fun, some of the levels that banned sun producers and/or put plants that needed to be protected in the front of the lawn were kinda "wtf evil dev" but were beatable after a lot of attempts.
tá melhor do que Replanted :) (real)
In version 1.3.5...
- The game locks me out of my access to the sea-shroom.
- The UI in the level selection screen is glitched. The example I could find is that the weather levels are using the sun instead of the cloud as its symbol.
The second one is not an error, it shows a sun because is the button to access day levels.
I may need more details for the first one, there was an error in the release that blocked sea shroom in a level if, in CYS, you opened the almanac, but that was already fixed.
So, when I intially beat the boss level in the pool section, I did remember acquiring a sea-shroom in the end.
But for some reason, when I looked at my seed selection screen, it appears to be locked...
I thought that perhaps, beating the same level would fix the problem. So, I tried again, and I still didn't get the plant.
I think level 72 need to be removed or nerfed to have less rng. It isn't normal I get average 10 lily pad for 16 plants.
Most if no half of the plants are useless for the zombies.
Thanks for bringing rng plants on top of magician zombie's rng.
I know Puff-Shrooms are overpowered in the first game's night levels, but IMO making them self-delete is too big a nerf. It would make more sense to halve their HP; it's small, so it shouldn't take a zombie as many bites to eat it.
I second this! I feel it would better with less recharge time & less health. A basic should be able to eat it in a few bites.
I disagree, it's still one of the best plants in the game, a almost obrigatory pick in every night level, and it takes so much time to die that when your first puffshroom die from age you already has 2 or 3 in everysingle lane and has builded your economy. Buffing then in any way would make night levels way to easy.
Why does it not work for my phone?
Because the game doesn't support modern Android devices. An update is in the works to fix this
ok thanks
Wait when
In that case I'll have to appreciate your art on a monitor full screen!
EA could never...
garlic is kinda useless?
I guess I could place it in the second column where ranged zombies stay while others walk past my dark garlic drone to stop tanking for it for more than an instant. kinda like spikeweed I guess
i did not expect bandicam watermark sob
speaking of which, I tried reproducing old strat that uses gloom shroom in front column (that works by making use of the fact that ducky tube zombies don't start biting wide pumpkin until they walk into pool. then I'd do all that stuff like stalling final zombie on first wave (sigh, if that cheese were useful in this game, being able to keep low dps ranged zombie in 2nd column indefinitely (unlike with basketball catapult zombie which drives forward after a while) would make it even more convenient) to build up sun for winter melon support, then take my time adding pumpkins to other less critical stuff, replace sunflowers with marigold, etc.) which doesn't suit this game in all sorts of ways
feels kinda silly that you can just assassinate the target zombie thru a wall of graves/tombstones
I had so much fun testing underpowered strats on purpose. I have an idea about garlic. (can do the same for bottom. but it's just a test for fun) dark garlic drones in top lane, with garlic at upper right. now, even with zombies walking down the adjacent lane, side effect cloves won't be shot. for the brief instant that zombies show up in the edgemost lane, trios of cloves can be shot, but half will be wasted from being sent even further above. I genuinely like this. not off screen but miss besides entire lawn. just sailing past all zombies (since I'm only interested in messing around for now, I edited file and skipped a lot of content, so for all I know, there might be stuff to hit)
also, I keep trying to get whacky with torchwood due to vague memories. iirc, placing torchwood besides threepeater was smth from regular PvZ, and as for trying to ignite peas leaving lane, see:
and
so I'm guessing it got fixed
doesn't feel like torchwood can reliably ignite every pea. anyone know what causes this to happen?
in the end I tried placing them further up front just to be safe. sigh, threepeaters are just too good at bypassing torchwood
rotobaga can be placed between garlic drone and lily pad, I think. noticed on that conveyor level as soon as it was introduced
nvm, just make sure to place garlic drone first, then rotobaga will go below it. almanac description is completely correct, but if garlic drone was introduced later, I'd move the exception from one plant to another. "can be planted on any surface" purple text is fine since terrain stuff go there so I should leave other stuff out of it, but garlic drone's normal dark blue desc "can be planted on other plants" would get extended with "except for rotobaga"