Uploaded May 2020 | Updated September 2026, 2 weeks ago
ECLISE Training Zone introduction: youtu.be/M_S1vOfmfWw
check that video if you don't know what Training Zone is. I'll just write about the new modes for this one :p
Double Recharge: all plants have doubled cooldown time, nothing much to say about it
Sun Headstart: Both sides have a headstart! You start with 2000 sun instead of 50 and the waves are heavy right at the start.
I tested all the modes on all difficulties to make sure they're all possible, I don't want my game to be outright impossible and take "bruh it's Extreme difficulty what do you expect" as an excuse.
To the Endless Zone removal: this Training Mode requires getting rid of one endless zone in order to generate zombies properly. I'm thinking of removing either LC (Temple of Bloom) or NMT (Greatest Hits) endless. This is why:
- LC: worst zombie-spawning RNG (bug zombies, relic hunter, porter imp) - if you kill a bug, the next wave is immediately triggered, ignoring the zombie on it (hardcode). Same to the imp porter (you know how dangerous a tent could be). If this gets removed, Training Mode would be available after level 2-9
- NMT: worst zombie-spawning mechanic. All the jam zombies are spawned by replacing other zombies (sometimes you get a basic zombie replaced with an arcade zombie, sometimes you get a football replaced with an MC). If this gets removed, Training Mode would be available after level 10-1
the poll will be available tomorrow on my community tab, I don't want to gather quick-thoughts, please take time to think about it. thanks :p
Quality over Quantity!
I'm all depending on Patreon supports to continue this project, if you wanted to help me out, here's the link: patreon.com/user?u=34348304
ECLISE Training Zone introduction: youtu.be/M_S1vOfmfWw
check that video if you don't know what Training Zone is. I'll just write about the new modes for this one :p
Double Recharge: all plants have doubled cooldown time, nothing much to say about it
Sun Headstart: Both sides have a headstart! You start with 2000 sun instead of 50 and the waves are heavy right at the start.
I tested all the modes on all difficulties to make sure they're all possible, I don't want my game to be outright impossible and take "bruh it's Extreme difficulty what do you expect" as an excuse.
To the Endless Zone removal: this Training Mode requires getting rid of one endless zone in order to generate zombies properly. I'm thinking of removing either LC (Temple of Bloom) or NMT (Greatest Hits) endless. This is why:
- LC: worst zombie-spawning RNG (bug zombies, relic hunter, porter imp) - if you kill a bug, the next wave is immediately triggered, ignoring the zombie on it (hardcode). Same to the imp porter (you know how dangerous a tent could be). If this gets removed, Training Mode would be available after level 2-9
- NMT: worst zombie-spawning mechanic. All the jam zombies are spawned by replacing other zombies (sometimes you get a basic zombie replaced with an arcade zombie, sometimes you get a football replaced with an MC). If this gets removed, Training Mode would be available after level 10-1
the poll will be available tomorrow on my community tab, I don't want to gather quick-thoughts, please take time to think about it. thanks :p
Quality over Quantity!
I'm all depending on Patreon supports to continue this project, if you wanted to help me out, here's the link: patreon.com/user?u=34348304










