Talk:Jurassic Marsh/@comment-25671733-20151118165816/@comment-25574695-20151202015507

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This is definitely the worst world so far.  All the bad design ideas and sloppiness that floated in over the years caught up here.

Boring zombies.  Just the usual imp/armor/garg set, with some different HP, speed, and defense values between them.

Glitches are tbh not acceptable.  Raptors charmed past the 8th column will NOT fight for you (including new ones appearing on the lawn).  Sometimes zombies droped by pterodons will be facing the wrong way.  Same thing if a raptor and stego hit a zombie at the same time, its throw distance will stack and it will land on your first column.  All of these can screw you over easily, especially on Day 16. Do they not have testers?

The levels where you get to actually select plants (imagine that) are easy, if you use the same ol' OP plants.  Snapdragons will crush everything as usual, you just need to use more of the "single strike" plants like Chili Bean, Lava Guava, Potato Mine, etc.  to control the zombies that come swarming out barely after the level starts.  Otherwise you get overwhelmed with most setups, especially when the dinos arrive.   Rushing to spam zombies with instants and OP plants doesn't strike me as "tower defense".

The levels with conveyor belts/locked and loaded are as usual the real pay-to-win traps. They are still easy if you know what to do, except for Day 16 which is just below BWB Day 16 in terms of lameness.  But the pay-to-win scheming is even more obvious than usual.  Primal Peashooters have bad synergy with Potato Mine and Celery Stalker, so naturally you have two levels where you are forced to use them together.  Overall the levels have the problem of being both frustrating and kind of boring, unless you learn the dino patterns, then it's just boring.

Speaking of, the dinos are the biggest letdown and their "challenge" mostly comes from not knowing where and when they appear.  When you do know when they appear, it's easy, either Perfume-shroom or block the lanes off at the very front of the lawn so the zombies never get to reach them.  It's just trial-and-error really (other than Day 16).  Again, that's not very "tower defense".  I was hoping they'd be way more organic, maybe you try to win them over with gifts like Sun Bean, or trick zombies into hitting them, or fight them yourself if they turn on you, or even dino vs zombie dino.  Instead they're just kinda there and the player can't attack a raptor dropping 15 bucketheads into his lap because designer says so, sorry.  That's the same kind of arbitrary lameness like Tall-nuts drowning in ankle-deep water, and them being able to stop jetpack guys but not guys on surfboards, because EA says so.