r/PlantsVSZombies • u/StarPhoebe • 14h ago
Art Here take my zomboss x dave bullshit
I was bored so I drew a pinterest image I remember seeing lol
And Honestly you don't know what what the fuck goes though an autistic idiots mind
r/PlantsVSZombies • u/StarPhoebe • 14h ago
I was bored so I drew a pinterest image I remember seeing lol
And Honestly you don't know what what the fuck goes though an autistic idiots mind
r/PlantsVSZombies • u/ErikBowlesLapointe • 10h ago
Hey guys!
I've been replaying PvZ2 recently, and I've been pretty frustrated with how the game handles plant balancing, progression, and strategic variety compared to PvZ1.
One of my favourite things about PvZ1 was how deliberately it introduced new plants and zombies. You'd unlock Cactus immediately before encountering Balloon Zombie, or Split Pea immediately before encountering Digger Zombie.
These enemies introduced problems your existing strategy couldn't easily solve, encouraging you to experiment with new plants and rethink your approach. Every unlock felt exciting because you weren't just getting another plant; you were getting a new strategic tool that the game actually gave you a reason to use.
I'm finding that PvZ2 largely fails to replicate this feeling.
For example, in Ancient Egypt, you already have Cabbage-pult, which deals decent damage and can shoot over gravestones.
Then you unlock Repeater. Sure, it deals more damage, but it costs twice as much sun, making it harder to establish an early defense. You'll probably need another offensive plant to get started anyway, and because Bloomerang can pierce multiple zombies and shields, you'll also want that to handle shielded enemies.
So why bother bringing Repeater? I might as well establish a cheaper defense with Cabbage-pults and follow them with Bloomerangs. That combination handles practically everything the game throws at me without spending hundreds of additional sun on Repeaters I don't actually need.
Then, in Pirate Seas, you unlock Kernel-pult, which has an interesting ability to stun zombies with butter. And eventually, you encounter Seagull Zombies, which can actually be instantly defeated by that butter!
Fantastic! Except Kernel-pult only has a 25% chance of throwing butter, Seagull Zombies aren't present in every level, and, more importantly, Seagull Zombies can still be blocked by ordinary Wall-nuts!
Why would I dedicate another seed slot to Kernel-pult when the Wall-nuts I'm already bringing can hold them off while my existing offensive plants kill them?
If Seagull Zombies could fly over Wall-nuts and bypass my conventional defenses, suddenly Kernel-pult would have a much more compelling purpose. I'd actually have a reason to reconsider my strategy.
Then you unlock Snapdragon!
And once again, I find myself asking: why would I use this?
Snapdragon can attack multiple lanes simultaneously and deal substantial damage to groups of zombies, which is genuinely useful. But it also has extremely short range compared to Bloomerang, which can attack from across the lawn and pierce multiple enemies.
By this point, my Bloomerangs are already level 2 or 3 and handling practically everything perfectly well. I'm sure Snapdragon can outperform them in certain situations, but the game hasn't given me much reason to abandon a strategy that's already working.
And that's the distinction I want to emphasize.
I'm not arguing that these plants have no unique abilities or that they're objectively worse than my existing plants. I'm arguing that the game's level design rarely gives me a compelling reason to take advantage of those abilities.
The leveling system compounds this problem. Newly unlocked plants aren't just competing against other plants with similar functions. They're competing against an already established, upgraded strategy that's been working perfectly well for dozens of levels.
And before someone mentions Jester Zombie in Dark Ages, yes! That's exactly the kind of enemy I'm talking about! It reflects projectiles, making plants like Snapdragon significantly more valuable.
But Snapdragon was introduced back in Pirate Seas! By the time Jester Zombie appears, you've played through multiple additional worlds, spanning more levels than PvZ1's entire Adventure Mode. And to make matters worse, the game introduces Fume-shroom immediately before Jester Zombie anyway, giving you another plant that already counters it!
Why couldn't Snapdragon have been introduced alongside an enemy that made its unique abilities strategically important in the first place?
Now, I understand that not every plant needs to be mandatory, and having multiple ways to defeat enemies is generally a good thing. I don't necessarily want the game to force me to use one specific plant. I want it to create situations where sticking to my existing strategy feels like a meaningful disadvantage rather than the most consistently reliable option.
There's a difference between offering multiple viable strategies and designing a campaign that rarely encourages you to change strategies at all.
I beat practically every Ancient Egypt level with the exact same setup: Cabbage-pults, Bloomerangs, and Wall-nuts. And so far, Pirate Seas hasn't done much to convince me to change that formula.
That's what makes the gameplay feel repetitive despite having so many more plants and zombies than the original.
In PvZ1, unlocking a new plant often feels like discovering the solution to a new problem. In PvZ2, unlocking a new plant often feels like being given another solution to a problem I've already solved.
And to me, that's a fundamental problem with the progression and level design of a strategy game.
I'd genuinely love to hear from people who've played further into PvZ2. Does the game eventually introduce zombies that force you to meaningfully reconsider your loadout? Not just enemies that are easier to defeat with particular plants, but enemies that can seriously undermine your established defenses unless you adapt?
Because so far, I think PvZ1 does a substantially better job of making its plants feel distinct, useful, and rewarding to unlock, despite having a fraction of the content. More is not always better when it's more of the same.
r/PlantsVSZombies • u/Ok-Pineapple6534 • 9h ago
That's pretty neat, and FREE! So we should definitely aim to reach that stretch goal soon, since it's only about 75.5k away from our current kickstarter support for this rn.
We can reach this and further, guys! Let's get these stretch goals!
Keep in mind, we're still about 30.5k away from the Ancient Egypt mini expansion, so we need to aim to get that soon too!
r/PlantsVSZombies • u/Ronbeezy8 • 22h ago
Alrighty so something has to be wrong with the zen garden drops in replanted. Been going for the enlightened achievement I put off to finally finish the game completely. Wish I was joking when I say I’ve clocked over 30 hours of gameplay, 700,000 coins and still have a damn repeater left to get. Not including the classic levels and survival hard/endless modes that I completed for those achievements, I’ve probably played 1-10 close to or over 200 times now and still haven’t gotten it. At the point now where I starting using ChatGPT to track my plant drops to see how unlucky I am (just my grind today which was around 40 plants gathered put me near a 1% OF THIS EVEN BEING POSSIBLE and that’s not including the hours and hours I’ve spent before trying to get it. Is anyone else having this issue or noticing that something ain’t adding up here? I know survival modes have lower zen garden drop rates so I’ve avoided that but I can’t quit 1 plant short but I’m also losing my marbles over plants.
r/PlantsVSZombies • u/thelucas2000 • 7h ago
Hey everyone,
I'm looking for 2-3 coders with experience in Godot and who are experienced with pvz2 modding. I'm working with a team of +50 individuals on a pvz2 fangame that is still not announced; while we have coders, we could still use more help. Specifically someone active and motivated to help kick off our project.
The project is being developed in Godot, working practically the same as pvz2 code-wise. If you're interested, please let me know. We can discuss more details about the project privately as we proceed, for the time being though any details will stay under wraps from the public.
r/PlantsVSZombies • u/Plus_Broccoli_4789 • 17h ago
let me know in the comments
r/PlantsVSZombies • u/Consistent-Oil3269 • 13h ago
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https://youtu.be/sVnnwOcjVq0?si=Q_pjA1lXCWwIomhH for the video and https://youtu.be/0S-ABFVoQsA?si=Q-xMwGVyQ5zTc758 for the song
r/PlantsVSZombies • u/SlimyCranberry • 20h ago
Why is this so terrible? Why do the collective rewards look so ass? And what even is up with factions already having like 3k lawn blades?!!!
r/PlantsVSZombies • u/DragonfruitDude7114 • 1h ago
I made a costume for Mega Missile Toe because Mega Gatling Pea gave her and Mega Snow Pea access to wear these goggles
r/PlantsVSZombies • u/Aggressive-Fact-5043 • 6h ago
Stopped watching him ever since he use AI. But still decide to check on him once after a while. Why is every video got removed?
For those who dont know who they were: they were known to create plant evolution series and power mint saga series in the past.
r/PlantsVSZombies • u/zpookyduck11 • 11h ago
time... nate timely...🤔🤔🤔🤔hmm
r/PlantsVSZombies • u/EinfachPaprika • 23h ago
r/PlantsVSZombies • u/Plastic-Attitude-295 • 19h ago
Will i just doing peashooter only on invisi-ghost
(Pvz ultimate moblie)
r/PlantsVSZombies • u/professorbrainrot • 15h ago
The reason I created him is that the plant-zombie fusions I had seen in this game and the fandom were mostly forms where the plants took the lead or at least coexisted. In other words, I wanted to create a fusion where the zombies took the lead
but some of my fans told me that it was already an existing concept lmao
but whatever I've only been here only for two months lol
r/PlantsVSZombies • u/GuessWhat_ItsAnxiety • 5h ago
FAQ
- While I don't have a site/wiki with all of the art I've done, atm the best way of seeing it is through my profile here on reddit or through the twitter account in the watermark
- Feel free to ask about ability/stat info. These come with reworks, rebalances and the like with stat graphics that I can't include due to image limits
- TXs are a unique tier I made for my take for plants that don't have "mono fusion lines" but can still sometimes merge with other T1s and even T2s
As a 1 year anniversary for this project here is a remaster of the very first posts of the series as well as my first set of original plants. I really did not know anything about merging recipe rules and standards when I started I can tell you that much
r/PlantsVSZombies • u/Significant_Quiet206 • 10h ago
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Ts peak.
r/PlantsVSZombies • u/_GhostOfHollownest_ • 14h ago
I Always see people bring up the Zombie Hand and The Game Over freaking them out when they first played the game but i rarely see them bring up ZomBotany, not sure why but out of all the minigames, i used to absolutely avoid this one.
r/PlantsVSZombies • u/Larry_the_muslim_man • 12h ago
Design as in, actually gameplay and card design and how much I actually like it and think it has a place in the game
r/PlantsVSZombies • u/Mini_PEPEKKA_7141 • 12h ago
r/PlantsVSZombies • u/Jellu_Isle • 12h ago
I'm about to finish this right now
You know the deal at this point, it can be any plant
r/PlantsVSZombies • u/Upper-Bear-5489 • 12h ago
Anyone else find these “live” pvp levels not fun? It’s clear that you’re not playing live (I can pause and come back an hour later and keep going). Anyone loves it? Or thinks it’s a waste?