Still crazy. The only thing that bugs me is how the tall one only attacks when plant food powered. I thought he was going to be like toad stool and eat a zombie the spout a small one
@@DolphySharkfamilies are based on the plants abilities not what kind of plant they are like how most peas are appeasement but electric pea is fila-mint
Christ man, these animations are less than subpar. I could take an image of the sprite of the shroom off the wiki, put it into blender Greasepencil, and make a better animation in 3 minutes. Was there a joint limit in the rig or something? Why is it so hard for popcrap to make a good looking plant?
0:16 Almanac entry 1:42 Level start 1:53 First Guard-shroom 2:16 Guard-shroom plant food 2:30 Zombie about to be eaten by mini guard-shroom my top moments
@@cookiemonster4505 tbh is it, it spawns tiny versions of itself over time that get buffed when they eat a zombie and affect other plants planted on the same tile, doesn't seem that good imo
A different concept for it: it starts small with above average health, but for every zombie it eats and digest, it grows bigger, gains a bigger health pool and can eat an extra zombie before repeating the process, Caps at 3. It's plant food has it spawn three more of itself on any spot on column 6-9
@@Guard_shroomits been a long time and at the time they cant make that cool animations for plants how they used to. Nowadays almost all new plants animations are ugly, but its understandable There are not many old devs left in there to retain the same quality of the game
Seems kinda busted. A wall that spawns tough chomper vines…. Animations on this one are surprisingly not horrible, the unpaid intern is getting better.
Still looks n feels better than other recent plants, but I just can’t see this being able to be used in a full setup as of rn. Maybe some1 can prove me wrong tho n come up w a clever n lethal loadout w em