#plants vs zombies squash
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sketchface22 · 8 months ago
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Request: PvZ Squash
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berixblitz · 8 months ago
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Woah pvz plant headcannon designs?!?!? (Sorta)
They're all pretty short because imagining most of them being average human heights is kinda scary. Also peashooter being short af is really funny
(Also I was just eyeballing the heights so I don't think they're very accurate. Just take it as approx and not the actual amount ig)
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Bonus art I did on same canvas !!
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ultrabruhv · 10 months ago
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The resemblance
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fionacle · 2 months ago
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pvz: you unlocked a new plant!
me: cool thanks, anyway
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dailyyellowcharacters · 7 months ago
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Daily Yellow Character 85;
Saucer Squash from Plants VS Zombies 2 (China)
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Requested by; @clicktuck-suskriberz
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gemini526sdumptruck · 5 months ago
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PVZ Fever!: Pool
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The pool plants were a little difficult for me, but I think I did what I could. I'm now kinda wishing I made these backgrounds bigger because I had nowhere to put Torchwood in the 2nd one, so I guess there's two Lily Pads.
Also I know Tangle Kelp doesn't have a mouth, but again I'm going for campy, and I though giving him a mischievous smile would be campy enough lol.
Day
Night
Pool (you are here)
Fog
Roof
VIP
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kissthebridee · 8 months ago
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the pvz hyperfixation has come back
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amiberrix · 8 months ago
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I AM THE ANGRY PUMPKIN
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loundler · 7 days ago
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superbattle117 · 1 month ago
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Plants are enjoying Halloween trick or treating and wearing nice costumes🎃🍬
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yes42o · 2 years ago
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Squash Swagg and Squash-Anime (A couple of versions)
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mypvz2 · 2 months ago
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marcusjcoblol · 10 months ago
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Just some humanoid designs for saucer squash and rotobaga :3
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Wears an aviator jacket and winter boots now (because frostbite caves ahhahahah)
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Can press the button on their *stomach to enable their helmet
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oh and i ship them too :3
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thethecamthe · 2 years ago
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hmm?
*crushes your puny mortal vessel*
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shower-racoon · 11 months ago
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and sometimes that Gargantuar you got on your first/third vase will break open the vase in front of it, which just so happens to contain another gargantuar
Vasebreaker Endless is probably my least favorite minigame because it's entirely luck dependent. sometimes, you'll get a Plantern early on, spot both the Gargantuar and the Jack-in-the-Box, and you'll build the defenses perfectly accordingly. other times you'll get a devastating explosion in the beginning, taking out 3 of your Repeaters and exposing 4 bucketheads as well as the Gargantuar
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bios-hzrd · 1 year ago
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Just wanted to write this down before I forget. There’s this interesting trend I see a lot in Nintendo games where you have the player do something intuitive, and reveal something more strategic that may have been a bit less so.
Wario Land has a bit where you ground pound on a block, and when you land, a nearby enemy with a spiked shell flips over onto their soft belly.
Donkey Kong Country Returns introduces a mechanic wheee if you crouch and shake the controller, you can blow out some air. This is done on a bunch of dandelions. Later it has a little challenge where you blow on a dandelion while dodging an enemy on fire. But when you blow out the dandelion, the flaming enemy goes out too.
But I think the most interesting and subtle version of this trick isn’t in a Nintendo game at all. I’m fairly certain I don’t have to introduce Plants vs Zombies or the Potato Mine, but I will explain the mechanics and strategy.
Potato Mine is pretty blatantly an early game utility plant and very little else. You unlock it at the beginning of the game, and it’s a very cheap minion that kills a single target, but needs to sit on the field a bit to activate.
When you initially get it, you want to try it out. A zombie shambles onto the field, and it’s pretty much the only offensive plant you can afford. Because of the arm time, you place it to the far left of the field, where the zombie will take a long time to get to. While you wait, you place down some sunflowers, and you’re already engaging with one of the games strategies.
More zombies only spawn when the current wave has been eliminated. Earlier waves are smaller, so you can wait and still take them out safely close to base. If you stall the earlier waves, you can build a bigger defense.
(I personally like going in the opposite direction and making the game as difficult as possible with a rushdown strategy based around chompers, garlic, and marigold)
Its utility is very limited to teach you how to play, until the game feels confident enough to give you a more versatile option (squash). Being able to swap it out later on allows the developers to make it an incredibly specific teaching tool that does nothing but what you want the player to do with it.
The main thing that’s missing though is an indicator of what the player did. It does make it easier on the player, but without anything to directly show them exactly what they did, like showing them what happens if you load the instakill at the front line, I don’t think they’re likely to keep doing it once you take the training wheels off.
I said it was interesting and subtle, not that it was perfect game design.
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