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.
lninga
Recent community posts
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.