Uploaded October 2021 | Updated September 2026, 1 day ago
Streamed on 15 September 2021. You can check out my Twitch here: twitch.tv/chemistzombie . I forgot to upload this because I'm really busy atm and content creation isn't at the top of my priority.
If you haven't watched the first part, you can do so here: youtu.be/NiXAffvd6pA
Part 2 of this playthrough covers levels 41-50, which will be the final part of this series. The game was previously unplayable and I wasn't able to proceed past level 41 due to massive performance issues that caused the game to go below 1 FPS, almost to the point of freezing. It seems that switching to Bluestacks partially solved the issue, though the frame rate is still horrible at around 5 FPS. It seems like this game suffers from massive memory leaks caused by the water FX as this continues until the volcano levels which doesn't have water in it, and closing the game and reopening it addresses this issue.
Completing the game results in the game showing a popup that can't be closed, asking you to fill in a survey. Even after you click on it, you still won't be able to return to the game, effectively preventing you from playing the game anymore. To me this is a bad design decision as the original PvZ3 allowed you to continue playing even after you completed it, or even PvZ1 and 2 which allowed you to replay previous levels, and they should fix this once the next beta comes out.
Here's a summary of what needs to be fixed with this game, in case my commentary wasn't clear enough or too repetitive:
1. Fix the performance issues. I can't stress this out enough. If they want this game to succeed, then make the game actually usable. I can't believe how a tower defense game that's nowhere near BTD6 in terms of zombie spawns can perform so much worse than that despite using the same engine (Unity). People don't want a game that's barely functional, so this is top priority.
2. Tone down the microtransaction aspects. This includes the forced usage of instant-use plants to clear zombies (which they actually admitted in the survey), removing the health system entirely and restoring the restart button, as well as bringing back the 5 lawn mowers instead of just having one single "smart" mower that only serves to force you to buy the Blover to push the zombies back instead of losing (they have the models in the game files, so it's not gonna be that hard for them to do this)
3. Allow the players to replay previous levels to improve the replay value of this game.
4. Buff the plants so they can kill the zombies quicker and nerf the zombies so that they eat the plants more slowly. Also nerf the Gargs so the move much slower as they literally have the exact same movement speed as a regular zombie despite having multiple times the amount of health, which makes the game insanely difficult. Alternatively they could just go back to the tried-and-tested PvZ1/2 balancing.
5. Add more plants and zombies. The game gets boring so quickly because it's just the same plants and zombies repeated over and over, and this is a huge step backward from the original PvZ3 which included much more characters and even bosses.
As of 23 September 2021, the game's testing phase has been paused and it's no longer available to play for now. I guess they received enough negative feedbacks so they had to go back to the drawing board. Hopefully they can do better next time, but judging by how much of a dumpster fire this game currently is, my expectations are very low at this point.
Streamed on 15 September 2021. You can check out my Twitch here: twitch.tv/chemistzombie . I forgot to upload this because I'm really busy atm and content creation isn't at the top of my priority.
If you haven't watched the first part, you can do so here: youtu.be/NiXAffvd6pA
Part 2 of this playthrough covers levels 41-50, which will be the final part of this series. The game was previously unplayable and I wasn't able to proceed past level 41 due to massive performance issues that caused the game to go below 1 FPS, almost to the point of freezing. It seems that switching to Bluestacks partially solved the issue, though the frame rate is still horrible at around 5 FPS. It seems like this game suffers from massive memory leaks caused by the water FX as this continues until the volcano levels which doesn't have water in it, and closing the game and reopening it addresses this issue.
Completing the game results in the game showing a popup that can't be closed, asking you to fill in a survey. Even after you click on it, you still won't be able to return to the game, effectively preventing you from playing the game anymore. To me this is a bad design decision as the original PvZ3 allowed you to continue playing even after you completed it, or even PvZ1 and 2 which allowed you to replay previous levels, and they should fix this once the next beta comes out.
Here's a summary of what needs to be fixed with this game, in case my commentary wasn't clear enough or too repetitive:
1. Fix the performance issues. I can't stress this out enough. If they want this game to succeed, then make the game actually usable. I can't believe how a tower defense game that's nowhere near BTD6 in terms of zombie spawns can perform so much worse than that despite using the same engine (Unity). People don't want a game that's barely functional, so this is top priority.
2. Tone down the microtransaction aspects. This includes the forced usage of instant-use plants to clear zombies (which they actually admitted in the survey), removing the health system entirely and restoring the restart button, as well as bringing back the 5 lawn mowers instead of just having one single "smart" mower that only serves to force you to buy the Blover to push the zombies back instead of losing (they have the models in the game files, so it's not gonna be that hard for them to do this)
3. Allow the players to replay previous levels to improve the replay value of this game.
4. Buff the plants so they can kill the zombies quicker and nerf the zombies so that they eat the plants more slowly. Also nerf the Gargs so the move much slower as they literally have the exact same movement speed as a regular zombie despite having multiple times the amount of health, which makes the game insanely difficult. Alternatively they could just go back to the tried-and-tested PvZ1/2 balancing.
5. Add more plants and zombies. The game gets boring so quickly because it's just the same plants and zombies repeated over and over, and this is a huge step backward from the original PvZ3 which included much more characters and even bosses.
As of 23 September 2021, the game's testing phase has been paused and it's no longer available to play for now. I guess they received enough negative feedbacks so they had to go back to the drawing board. Hopefully they can do better next time, but judging by how much of a dumpster fire this game currently is, my expectations are very low at this point.




![Imp Rate of Fire Glitch! And Almost Losing in Turf Takeover?! - PvZ Battle for Neighborville
In this video well take a look at Imp rate of fire glitch that was discovered in the latest update. This allows you to deal massive DPS with the primary weapon, which is a good thing ever since they nerfed Soldier and Imps damage (and Rapid Fire upgrade for the former).
This also includes a gameplay demonstration in Tourist Trap Island turf takeover which gets REALLY tense near the end.
Script: https://drive.google.com/file/d/1Y3caikIA-AZeVCGkRstex1uzSAbNGuNB/view?usp=sharing
Alternate link (if the above no longer works): https://pastebin.com/STJ1X2fk
This requires AutoHotkey, which can be downloaded at http://autohotkey.com
Press F2 to toggle on/off (on by default)
Music:
Cartoon - On & On (feat. Daniel Levi) [NCS Release]: http://youtu.be/K4DyBUG242c
Beatcore & Ashley Apollodor - Everyday [NCS Release]: https://youtu.be/eYByk569e90
Diamond Eyes - Stars [NCS Release]: https://youtu.be/Fmf-G9fpwto
Koven x ROY KNOX - About Me [NCS Release]: https://youtu.be/t2Ti8d992RM
ROY KNOX & Shiah Maisel - Living With Regret [NCS Release]: https://youtu.be/VTcttmCCh8Y
Jim Yosef x ROY KNOX - Sun Goes Down [NCS Release]: https://youtu.be/Hois2F0Jy2Y
ROY KNOX x Tim Beeren - Save Me (Feat. Svniivan) [NCS Release]: https://youtu.be/_wgDPGBbfjU
ROY KNOX - Earthquake [NCS Release]: https://youtu.be/z_m0wtLMfdU
Twitter: http://twitter.com/ChemistZombie
Twitch: http://twitch.tv/chemistzombie
We have a Discord! Join our Free Games Notifier server: http://discord.gg/jeg5fSP or http://chemistzombie.github.io/discord
Blogs: http://chemistzombie.wordpress.com - http://chemistzombie.github.io Imp Rate of Fire Glitch! And Almost Losing in Turf Takeover?! - PvZ Battle for Neighborville](https://i.ytimg.com/vi/U9q52-13ElE/mqdefault.jpg)


![How to see almanac entries of hidden plants and zombies in Plants vs. Zombies [CHEAT ENGINE HACK]
As always, use Cheat Engine to do it
Well, theyre not really hidden (hence the quote marks on it), but theyre not visible in the almanac, and I dont know how to word it correctly. Secret doesnt seem to fit, and unused too, so Im stuck with hidden instead, which has the closest meaning to what Ill show in this video.
They are:
Explode-o-nut (ID 49)
Giant Wall-nut (ID 50)
Sprout (ID 51)
Left-facing Repeater (I FORGOT TO MENTION THIS ONE IN THE VIDEO), ID 52. Screenshot: http://prntscr.com/akppkx
All Zombotany Zombies (IDs 26-31)
Giga-gargantuar (ID 32)
Its just pretty fun to see those, since you werent supposed to be able to view them normally. I might as well try to find a way to customize the almanac entry descriptions of them, if I could find it. How to see almanac entries of hidden plants and zombies in Plants vs. Zombies [CHEAT ENGINE HACK]](https://i.ytimg.com/vi/WNDxZgk9HjY/mqdefault.jpg)


