Plants vs Zombies Reseeded (MOD TRAILER)

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Published 2023-08-12
Plants Vs Zombies Reseeded is a full game pvz mod, built off my old mod titled PvZ rebalanced, featuring reworked adventure levels, new mini-games, new puzzles, new survivals, and every plant being reworked, along with a lot of zombie reworks! There are also 6 difficulty modes, including some challenge modes that really test your skills, like respeeded mode!

Youtube doesnt like download links and I don't really want this video taken down, so if you want to talk about the mod, and get it, please join this discord server linked here! discord.gg/K27Be7H6YV
(If you make content about this mod, please properly credit me and put a link to this video in the description)

Thank you to Eclipscycle for making this trailer!

All Comments (21)
  • @eclipscycle
    Can't wait to suffer while playing this teehee :3
  • @coldy7822
    So Unique! It feels completely new yet still nostalgic! THANK YOU FOR CREATING THIS MASTERPIECE!!!
  • looks so sweet! ive been searching around for the brutal mode, which is impossible im realising. but this will do, every plant rework wow
  • @FelixCylix
    Looks great, I'm happy to see you've gotten so far in your modding career/hobby Jornker!
  • @SkyanUltra
    hi there! i've finished up my playthrough of the mod, and i did enjoy it a bit. the stuff you've managed to cram into this mod is pretty impressive, and the full game rework felt new and fresh, and was a fun experience. however, i'm not gonna lie when i say that i think this mod does a lot of it's reworks in a weird, backwards way... yes, some of the plant reworks are good. for example, i really like the majority of the changes they make to instant-kill plants personally, like potato mine and squash, where they're still cheap but only deal so much damage so they fall off outside of the early game, and you lean more towards the BIG explosive plants for later in the game. this is a change that honestly should be adapted in the base game for future PvZ games and fangames, it just feels more natural and diversifies a lot of the plant types that are just "this plant blows up and kills zombies... very cool :)" but a lot of other changes just feel like they're trying to solve the OPPOSITE of the problem... for example, repeater outclasses peashooter in the base game, and leaves you with no reason to actually use it over peashooter, since it's just a far more powerful and less spacious option compared to peashooter. but instead of doing something more reasonable, like giving peashooter a unique sort of niche that makes it more worth using like giving it quicker recharge than repeater, or making it a cheaper option... you turned repeater into this weird, spammable offensive plant and make peashooter the meta. it just feels really weird and i don't think it works well... (that, and the fact that it's far more underpowered than the peashooter. even it's low cost doesn't really give you much reason to use it, from my experience... puff-shroom already does that at night, and better.) there are a bunch of other reasons and specific plants i particularly dislike in the way they've been redone. i've already listed the majority of them before from my own personal playthrough of the mod, so i'll just be copy/pasting these from another large comment i made before on the mod as a whole... don't get me wrong, though. as much as i will rag on this mod here, i do think that the general idea of this mod is cool and i am very interested to see what you may do with it in the future if you decide to update it! - chomper loses a lot of it's power and i feel it just isn't worth the sun as of now. sure, now it doesn't have to deal with swallowing zombies, since it just bites through them... but it really isn't that great at chomping as is. it's damage is honestly kind of dissapointing for 300 sun, and even base game chomper could get more done if used in a bit of a different way than reseeded's chomper. base game chomper actually works really great if you use it more as an insta-type plant, like squash. it has a quick recharge, and works very well at knocking out a single zombie, especially against football/bucketheads. reseeded loses this unique usage and leans more towards it's intended use, as an offensive support for walls. but it doesn't do a great job of handling that when it's base damage just isn't high enough to work well, and the fact that walls have been nerfed as hard as they have been puts chomper in a very weird and weak position. - sun-shroom is unbelievably busted in terms of sun production, just use sunflower through the early game and plant these guys with them, and you'll end up with thousands of sun left around. - fume-shroom costs 250 sun. it's honestly way weaker though, and i don't feel that fume shroom alone was really all that powerful... i feel like it was only changed in part of how busted sun-shroom is though, which you should NOT be balancing around in the first place. also, it's lowered range is annoying visually, because it used to hit in a 1x4 range, and since the fumes they fire weren't changed, zombies sometimes look like they get hit when they actually don't. - torchwood was already great before, but now it costs even less (175 -> 75) and has it's only weakness basically nullified since now frozen peas get upgraded through them and into WINTER MELONS nonetheless?! the damage nerf barely even affects them, too... (also the description lies, it doesn't give them extra damage anymore.) - spikeweed is just straight up stupid, why even change the hitbox when it doesn't match the plant? if you wanna do something like that then just make it plantable over plants like pumpkin or something and reduce it's damage a bit. (no, the almanac description doesn't give you a reason to explain why... it still looks bad visually.) - wall-nut is 15 sun. i know it isn't that big of a deal but good lord just make him 25 sun and buff his defense just a smidge to keep him in a better position for stalling than sunflower man why would you do that to him. and WHILE I'M ON THE SUBJECT... - i feel that the way sunflower is reworked is a bit odd. yes, i know not every mod has to be the same as other ones, but i do feel that PvZ: Expansion does a far better job of handling sunflower. there, they make sunflower cost 100 sun, but buff their sun production a bit, so losing a sunflower is little more punishing as to not encourage stalling with them. it gives wall-nuts and tall-nuts more of a reason to be used, which i think is a bit better than leaning into the stalling aspect, at least personally. - cattail is literally unusable, 300 sun for basically nothing when it's firing speed is unbearably slow. also generic change to make cattail a non-water plant is kind of stupid ngl, i feel like introducing a plant like flower pot but as a pool tile would be way more interesting just in general - plantern is still just as useless, regardless of if it requires more "strategy" when placing it, it doesn't do anything else but let you see in the fog. it doesn't have any sort of niche use that makes it worth using outside of fog, when most other plants still have good reason to use them. i'll say it once again, expansion does a great job at handling this, and while it doesn't need to be the same way, i do think it is worth looking into. speaking of plants with niche uses... - umbrella leaf. i know it's only use is as a repellent for catapults and bungees in base game too, but i just generally wish you had more reason to use the plant outside of those specific zombie types. and YET AGAIN, speaking of plants with niche uses that i wish got more interesting reworks... - GRAVE BUSTER! its rework in this mod is fine, to be frank. but i do wish there was more of a reason to actually USE it outside of just busting graves. and i did have one idea in relation to that... so i'll detail that real quick! - Grave Buster would now go from a plant made for busting graves, to a hybrid of a trap/wall plant. Let me explain... - Grave Buster can now be planted anywhere. That doesn't just mean over blank grass tiles, too! As long as a tile space doesn't have 2 plants already occupying that space (aka a pumpkin with another plant inside of it,) then it can be planted on that space. - When initially planted, Grave Buster now appears as a little sprout, or a sapling, growing out of the ground. Give that sucker a few seconds, and it'll arm and become ready to attack! - If it detects a grave OR zombie over it within 5-10 seconds of being armed, it'll destroy it, or in the case of zombies, perhaps just deal a great amount of damage to them. However, if it doesn't attack in that time, it'll do something else instead... - It'll turn into a big stump and act as what is currently this mod's wall-nut! Change the cost from 25 to something like 100, and I think this would give the Grave Buster a far more interesting use. Without getting rid of it's intended function as a grave removing plant. It also turns it into an early pseudo-pumpkin with it's weak ability to protect plants! Now with that out of the way... - blover's change is just... why? i guess it's fine, but it's so unfitting that i feel i have to point it out. why even make it a temporary invincible stalling plant when you've already made tall-nut that busted to begin with? - starfruit is another example of a common issue i've found with this mod. so many plants have high sun costs for higher damage, which is somewhat reminiscent of Eclise's tiering system... but without the option to turn them down. this ends up leaving you way less in terms of early-game plants, and if i'm going to be frank, starfruit of all plants REALLY didn't need the change... it was already a fine plant as is, this just feels like you changed the plant for the sole reason of making it different. they're just kind of another busted OP plant in this mod... - garlic's change is... well, i don't like it. garlic had a good use before for getting zombies into specific lanes, which gave it a nice niche for protecting certain lanes and giving the player a lot of freedom with how they manage their lawn, but now it's just a 3-time use zombie wipe, which i feel there are already plenty of in the form of other instas... it just isn't nearly as interesting as it was before. - melon pult is just another generic example of a plant being made overly expensive and broken levels of powerful for the sake of being overly expensive. like i dunno what else to say, it's just another high cost unbelievably powerful plant. some day it's gotta get old, man... - GLOOM SHROOM IS BROKEN BRO FIX YOUR MOD BEFORE YOU RELEASE IT LMFAO??? (i'm just joking with this one. hopefully you get around to fixing it soon, though. it's one of my favorite plants from PvZ1, and not being able to use it is a little heart-breaking for me)
  • @memezk
    This looks amazing! Can't wait to try it out 🎉
  • @DrowsyPaunch
    I remember seeing the sketch art for the logo somewhere, absolutely amazing
  • @rocket_hops
    i LOVE this mod, i get what youre going for in the gameplay, it makes so much sense to me <3
  • @suyoshi9969
    Well, I've thoroughly completed the mod, and I appreciated every bit of the adventure. Changing the entire game is no easy task, and a lot of the changes were pretty creative. Definitely not the most challenging, but it provides a good heft of difficulty! However, there's a very big problem with said difficulty, as well as changes. Balance can make or break a game, and if not done correctly, can completely ruin an experience. The majority of my fun came from the early phases of the game, due to the fact that all the zombies weren't as high of a difficulty yet. Once the hordes began to amass in numbers and the bigger zombies start to arrive, the cracks started to show. Mainly two things, the sun economy and the niche plants. You barely get any sun with the sunflower, to the point that cheap flowers just don't cut it. And even with sunshroom, the long cooldown time + the fact you can't use it without a 15 second hold time in the day makes a lot of strategies unviable. This creates a more boring approach, where you can't really mix up strategies due to how low the sun production is, as well as the high sun cost that makes it nearly impossible to afford, unless it's a super long level. The second problem is those niche plants, or rather that every plant has become niche. The options are very limited as to what actually makes a good offensive tool, with nearly every attacking plant being modified to either be a staller or be super expensive. The only diferences are peashooter and cabbage pult, which would be fine, except they can't deal with hordes of zombies. The ones that can, beinf well over 500 sun. The biggest issue has been that almost every plant has opted for a slow but powerful approach, which would be fine if that was the main type of zombie. However, nearly every zombie in the game has a lower weakness, including gargantuars. Thus, this creates a random difficulty spike where your plants are not effective for just about every level because of this slow shot meta. Unfortunately, this held the game back quite a bit from what would've been one of my favorite mods. All in all, the game still carries its charm through the problems that arose, and between the spundtrack choices (I question the cerebrawl replacement) and the variety of vhallenges and bonus content, there was plenty of playtime for me to enjoy. Mods do take lots of effort, and sometimes mistakes are made. I don't want this comment to be discouraging, rather it's a request to keep pushing with quality, and to keep these things in mind for next time, if you ever do approach this idea again
  • Woah I can't wait to make gameplays with your mod. Wouldn't it be cool to play this mod blindly
  • @username5155
    Looks great! Can't wat to try it out! (although once it downloads I'll probably be too lazy to play it and then I'll forget about it until I try to download it again and see "(1)" next to the file name) Hopefully the music won't stop working after level 1 like in PVZ Expansion! Edit: Yep, music works great! Love that you used R&S for the OST! After having played AltVerz for a week straight, it's great to play a PVZ game where Sunflower earns back her cost in just one cycle, even if it's the reverse of the norm. I also like Wall-nut being a spammable staller instead of a really really long recharge wall plant. I imagine it gets quite hard, but hey, that's why there's an easy mode! Also, quick note: On the title screen, hovering over the "not you?" button makes the chain on the sign move slightly Edit 2: Oh my gosh I just realized I can make a giant PVZ2-esque sunfield and I love it so so SO much! Edit 3: Why is there a screendoor zombie on level 5? Edit 4: Okay, so I think I just had a potato mine blow up from a zombie being to close to it but not close enough to damage the zombie because it dealt zero damage. I'm gonna stop numbering my edits now. Anyways, I keep going "Oh, the zombies are getting close! I should use plant food!" and then moving my mouse to the bottom left corner like an idiot. I just noticed the pause button is behind the background. Why? I'm sorry, the double-speed Peashooter shoots at half speed now? Why? Okay, so Repeater has 2/5 the speed of Peashooter for 2/5 the cost... Why should I use it exactly? I feel like this only serves to make Gatling Pea more annoying to place (then again, I have literally no idea what you did to Gatling Pea)
  • @BK0660
    Burst-Shroom dosn't sleep in the day he's a true gamer
  • @mangotree0892
    This is impressive! almost as good as PvZ remastered (or expansion) by Sustew! Can't wait to experience giga gargantuars every wave :)
  • @WManden
    Great mod, I enjoy most of the reworks of the towers, and find the difficulty on normal to be engaging for me despite not really having played anything PvZ in over 10 years. In case you don't already know, There seems to be a bug with the gold magnet where it crashes the game as soon as it comes off cooldown.
  • @rukitakizame
    yooooo i really like this mod ! that is so e p i c
  • @Jaydakin
    very cool! maybe i'll try it sometime when i get into pvz again
  • @Pythohn.
    this actually looks really good bro!
  • @skele173
    interesting choice of using the jazz remix album for this mod