Really Really good and fleshed out fangame, maybe PVZ might be one game you could somewhat easily pan out the runtime of but this is still quite the impressive package, easily sank 10 hours into it on first sitting with more to go. (only up to the end of world 3 atm)
The art style did kinda seem a bit lacking in comparison to PVZ1/2 but after a while your eyes just sink into it as the saturated plants become enthralling to look at, good colour choices I guess. maybe animations could use improvements but they all at least do the job.
50 plants and a few plant variations show up across the game, and its really cool to see some of the new ideas made, and refurbishing of old ideas in order to make them different. god bless for making the Three-Peater the way you have, what a crazy plant even for almost 400 sun.
Fun new level gimmicks appear all the time, usually really well executed and extremely creative, love them. I think i enjoyed Hard 1-5 the best with its random sun drops, at first its annoying to lose sun that way but halfway in it really intrigued me how that mechanic simply urges you to spend along with the fact saving up sun isn't actually required because the sun can scale up to the cost of your most costly plant, Bravo.
Now for some criticisms, there's quite a few you'd find on a 10 hour playthrough and while the game is great I'm the reviewer that prefers to be critical but constructive (or just emotional possibly), so i wouldn't discount the game too much but this is just what I find.
The game chooses to be significantly more challenging than other PVZ titles, and it leaves questions with myself on whether someone without knowledge on how to play PVZ efficiently would actually be able to make it through as many courses. Especially with increasing numbers of zombies ranging from moderate threats to complete nuisances being introduced across the game, plus on top of that even with efficient management of plants I felt severely lacking in both sun production and wall-nuts for lots of the day and night levels (before getting twin sunflower and more nuts), I'd have to plant even up to 3 columns of flowers to properly get going.
(Surprisingly I didn't have a problem with lots of the levels lacks of mowers because I somehow managed not using them lots if not most of the time)
Also it gets on my nerves that any zombie just gets to jump in the pool lanes, it was more interesting and charming for zombies to have relevant equipment for swimming, also lots nicer not having graves in my pool
A problem i feel is more important, mainly since the above part is probably deliberate game design intention, is that while the game has more plants than PVZ1, you barely ever get to use them because of the difficulty and sheer amount of zombies and factors you need to consider.
With 7 slots being the max amount, there's no wiggle room and it only pushes you to use your best early and late game plants. My loadout would be exactly the same for most of the night and pool levels, and I did promptly end my game on the first Hard Pool level after getting a row mowed down by a Zomboni for no being able to put Squash in my loadout, bummer.
As much as id be grateful to have room for even one more Instant in my arsenal, i don't know if i can even say 8 max would feel like enough.
There's a reason PVZ2 has 7 and 1 has 10 (other than corporate greed of course), 2 not only has less zombies, but less dependence on plants like Lily Pads, Coffee Beans and Flower Pots.
Money in this game ends up being super concerning, as not enough comes from casually playing, however there's stuff from the store you will have a really hard time without. the Ice-shroom is one of the best plants for the night levels and likely not worth passing up, and as mentioned prior you NEED that seed slot. This ends up meaning that if you're not touching your save data, you'll have to potentially spend hours in whack-a-zombie developing carpal tunnel all to buy the angry pumpkin from the memes
Lastly and most importantly, some levels or challenges are just unbearable or completely not possible. Level 18 and Hard 1-3 are completely bogus due to not having sun producers in your loadout and having to rely on the pitiful production of the sun plants available, the result is the hordes of zombies start to easily outnumber your defences.
The former level would have my final wave be taken out by all 5 Lawn Mowers, with the latter being taken out by editing my save, the hordes of zombies are simply too great to be able to, under any level of gameplay, last after even Wave 2. What kind of sick sense of humour do you have to put the Twin Sunflower after a level like that >:(
Luckily later levels use the same "No Sun Flower" concept much better it seems and end up being less pressuring, so that's nice.
Also really didn't like the pools final level, primarily where the game just can completely level a row of your defence with an attack, as opposed to one enemy. Its lots more frustrating than it is hard when the enemy washes away the row containing my Three-Peater in an instant, also coating it in a nice layer of water, which now requires lily-pads having what seems like a 1 in 10000 chance of spawning on my conveyor
On that note, no offense but land lanes permanently becoming pool lanes with no way back is a very unenjoyable mechanic, only slightly irritating at best and infuriating at worst (as in example above). its such a shame seeing that this is what the fun visual identity of the pool floaties was sacrificed for.
But really, this is just being critical because I care, and I hope it works as decent enough feedback to improve the game. as much as I have to say, I wouldn't have nearly as much if I wasn't enthralled enough to play that long. Shit's REALLY GOOD.
update: played through the rest, yeah some of these levels could really use tuning, i could not at all resist being overwhelmed by the hard 3-6 boss, hard 4-5/6 are scuffed as hell and the final boss being basically rng dependent on specific plants kinda ruins a lot of satisfaction from its incredible concept and theming (THE OST STILL GOES SO HARD idc if breakcore might be weird for pvz it just works), also i would like to argue that doom-shroom needing coffeebean at night just stokes the seed slot problem fire more as doom-shroom effectively takes up 2 slots on its own in night levels since its the only plant that needs coffee bean in that scenario. I cant discount how good the 8th slot is in world 4 but its still not enough for this.
okay I'm done giving constructive criticism if not possibly just complaining like a baby, I'm raising my rating since sometimes you gotta wait till after you've played a game to think more positively lmao, wherever this game goes ill look forward to whats instore in the future :)
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