▲ 59 r/Mario

Here is how I imagine Waluigi would work if he was to appear in a new WarioLand game or something similar.

I think it would fit him best if he had wided jumps to parallel Luigi's taller jumps. So he would be able to jump further distances with the same horrible breaking as Luigi. And when it comes to his long jump it would jump lower than the others allowing enemies and obstacles to hit him much more often to balance it out.

So his gimmick would allow him to take short cuts easier and help him cheese levels, using his surroundings to cheat which is fitting for his character.

u/Double-Jump-Lover — 10 days ago

I dislike the designs of the two demon sharks. (Yap session)

The newest catagory of sharks the Demon sharks gameplay wise are a good new addition to game with my only complaint being the character designs feeling messy and chaotic.

The demon sharks whole themeing is meant to be evil and demonic so the artist tried to make the designs look and feel weird but it ends up looking rather messy. I think the Leviathan espacially suffers from this, there is nothing consistint about his about his design like the addition of tenticals which don't fit the rest of the hermit design and the little crab legs look slapped on and unnecessary. The Astaroth is a bit better due to having a better overall eel centered design but the exposed rip cage could have been removed to be more focused on being a slim shark.

I think a better way to go about tbe demon sharks is to make them themed around creepy deep see creatures that already look very weird like a goblin shark or green land shark would make for fantasic demon sharks if they lean into the creepiness aspect. Overall I think the designs aren't bad neseccarly they just lack a proper direction.

u/Double-Jump-Lover — 13 days ago

Since GW3 has been out for week, what does everybody think of it so far?

In all honesty the game for all its good qualities still doesn't live up GW2 just yet. Like while the new classes are creative like Spudow and Jurrasic Brute but they focus too much on being unique that they end up being very gimmicky to play as and against.

As for the return of variants while it is most definitly a great comback the grind for unlocking all of them just ruins the hype for me. Like 100 stars for ONE variant!? Are we series right now popcap!?

While a welcome return the game is still very rough around the edges. Hopefully Popcap doesn't pull a BFN witg this one because this is the last chance they got to revive the PVZ shooters.

u/Double-Jump-Lover — 13 days ago

How good are the dragon designs in Hungry dragon? I think they are solid overall, boring at worst creative and fun at best. I'm asking this because I'm not into dragons so I want to hear from the experts.

u/Double-Jump-Lover — 20 days ago

I have a dumb question and a normal question about long running cartoons.

  1. Out all the current lonh running cartoons that are far past there prime should've ended a long time ago which one is going to live the longest.

  2. Is it possible for any of these shows to keep running like 100 years from now?

u/Double-Jump-Lover — 25 days ago

These improvement ideas focus on giving the player more control over Mo to fit in with PVZ3s gameplay and make him more valuable.

First off, now Mo can be controlled manually allowing the player to put him in any lane they like. When I first saw Mo on action I thought he was manually controlled due to him constantly switching lanes. It's also important to add that this ability will be optional, the player will be able to switch Mo from being automatic to being manual whenever via the settings.

Second off, I suggest that Mo get the mower launch ability from PVZ2. This would give the player even more control over Mo and make him more versatile, not to mention it's just convenient.

These two idea I suggest so that although the player has one lawn mower they have more control over that one mower to balance it out. My rework would also fit PVZ3's gameplay which gives the player more control over there plant via the merging gimmick.

u/Double-Jump-Lover — 1 month ago

Heads up this going to be really nitpicky. First off the "Jelly Bean", it looks nothing like a jelly bean in fact it looks more like a sausage than anything, it doesn't have a jelly texture, it has a solid red colour ontop of it being lankier than actual jelly beans. That isn't a jelly bean that's hot dog. Second off the lemon drop, it is so smooth and shiny it ends up looking like a seed rather than a soft candy, also the thick borders makes it resemble a shell so that also doesn't help it look like candy at all. Third and best designed one the Gum square, square gum are fairly common but why did they make it green instead of pink? The coloring is so random. Fourth the Lolipop head, I've never seen a blue lollipop head in my life, just why is it blue? Fith the Lozenge, it's just a cough drop which isn't bad but why the hell did they include a cough drop over a chocolate candy piece or something? Just such a random choice. Lastly the jube jube cluster, I know it's meant to be like a gummy bear like candy but the shape is so random.

The only candy piece that actually looks like candy is the colour bomb, it's a a piece of chocolate with a good texture finally! There is also one last power up I want to mention and it's the fish gummies. They aren't bad but "fish" don't come to my mind when I think of candy. They only add on to the problem of everything almost looking like candy but not quite.

Overall non of these designs separately are a problem but all of them together creat such an ugly mess. They all look like normal candy but not quite leading to the game looking damn weird in my opinion when this could've very VERY easily been avoided. Thanks whoever reads this entire yap session.

u/Double-Jump-Lover — 1 month ago
▲ 3 r/PvZ

The GrapesOfWrath were a mechanic present in PVZ3 welcome to zomburbia that was meant to be that games equivalent to the colour bomb in candy crush and other similar puzzle games. They served a similar purpose as plant food and went through a handful of changes before welcome to zomburbia shut down. But I can see this mechanic being a good addition to the current PVZ3 for gameplay, progression and monetisation reasons. So to begin with here is how they could be implemented and why.

To begin with, the final version of the GrapesOfWrath was similar in functionality to plant food, some zombies would walk onto the lawn glowing pink and when killed dropped little energy that would charge up a meter to use the GOW. I could see this being the most likely implementation due to it being the last version and due to gameplay familiarity that would make it immediately catch on with returning players and new players. There would also be potential for more plant heroes with varying abilities to choose from instead of just the GOW to add a bit more gameplay customisability.

Second off, they could be implemented similar to their first version. The first version of the GOW would activate after a cooldown period and was automatic but that later got changed to be manual which should be kept. If this was the implementation than that would the GOW similar to artifacts from PVZ2China, both would be specials power ups only usable a couple of times per level. Since the GOW would only be usable after a cooldown of 20sec of example that would make them a balanced mechanic for casual players to get through difficult levels while still being optional for those who want the challenge. Like the first idea there would be room for more abilities to be added.

I mentioned how the GOW could improve progression and gameplay so let me now explain how. First with progression the GOW should he able to be leved like my edits suggest HEAR ME OUT! If the GOW mechanic could be leveled then that would lead to plant leveling being made cheaper or easier since it isn't the only resource sink present anymore, since there would be a new mechanic that could be leved by either its own currency or regular resources that would allow plant leveling to become less prioritised since casual players could just level up the GOW. To continue with, in both ideas I mentioned how more abilities could be added to give the player more gameplay customisability. This idea wouldn't just add to gameplay but to the monetisation since popcap could make new "plant heroes" and advertise them instead of the fusions and even add skins to them so that way they don't only have plants and fusions to monetise, with the addition of the GOW unlocking fusions would become more through gameplay which is obviously a great thing. And lastly they add more gameplay customisability and assistance to casual players as a previously mentioned.

In conclusion, I think the GOW would he a great addition to PVZ3 Evolved because they could improve gameplay, progression and monetisation. What do you all think? Feel free to tell me in the comments.

u/Double-Jump-Lover — 1 month ago