Plants vs. Zombies: Out for Lunch

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Plants vs. Zombies: Out for Lunch (abbreviated as PvZ: OFL, or simply OFL) is a spinoff of the Plants vs. Zombies series. It functions as a 3D, open world, puzzle-platformer collect-a-thon that takes visual inspiration from the new version of Plants vs. Zombies 3. The game has you play as Chomper as he goes on a quest through the interesting lands of Hanada as he searches for Snapdragon, stopping zombie threats along the way.
== Logos ==
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File:OutForLunch2.png|Logo one (Chomper)
File:OutForLunch1.png|Logo two (Snapdragon)
File:OutForLunchMini.png|Desktop icon
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File:OutForLunch2.png|Logo one (Chomper)
File:OutForLunch1.png|Logo two (Snapdragon)
File:OutForLunchMini.png|Desktop icon
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== Story ==
One fine morning in Hanada, Chomper and Snapdragon are enjoying a fine picnic on a sunny, grassy, fine hill in the fine Windmill Valley. It's comfy, it's warm, and there's not a single zombie in sight. The perfect dream for an intrepid plant duo, enjoying their time and spending it however they like. But all of that peace and tranquility is shattered when suddenly, Dr. Zomboss shows up, determined to ruin Chomper's day for no particular rhyme or reason! With the help of dangerous zombie forces backing him up, he's able to overwhelm Snapdragon and knock Chomper out. When Chomper awakens, Snapdragon, and Dr. Zomboss, is gone. But his forces abound, turning the once peaceful land of Hanada into a zombie-infested country of chaos.
Determined to not let this injustice go unpunished, Chomper sets off on a journey through Hanada on his food-powered flying scooter (yes, this is a plot point) to find Snapdragon and abolish the zombie threats that stole his friend (or love?) But he should be wary: not all is as it seems in Hanada, and greater zombie threats than Zomboss himself lurk throughout. Time to go out for lunch!
== Lunch Squad ==
☞︎ HANS
☞︎ SANI
== Gameplay and Mechanics ==
Out for Lunch lets the player take control as Chomper in an expansive 3D world to explore and battle in, with the goal naturally being to kick zombie butt and rescue your buddy (boyfriend?) Controlling Chomper is fairly simple, yet differs from other games where you can control him in 3D, like the Plants vs. Zombies shooters. The controls, depending on the platform, let him walk, run, jump, and grab ledges as you please, as well as possessing a standard melee bite attack, which he can use on a wall to hold him in place and get an extra jump off, once. He can also lash out with his tongue to eat zombies and use special abilities (detailed further below), as well as to grapple onto objects in midair at a short range. Eating a zombie lets you defeat them instantly, with a one second chewing time. However, if you only use eating attacks, that chewing time starts to get longer, leaving you open to zombie attacks. This penalty does not apply when you eat a lot of zombies that give you special abilities. Notably, Chomper lacks any ranged attacks in his basic movepool: battling foes in a more diverse manner depends a lot more on eating zombies and using items and elements around you.
=== Eating ===
The ability to eat zombies is a very prominent part of Out for Lunch's gameplay. Eating a zombie can be done by using Chomper's tongue lash attack, letting you instantly defeat that zombie. Typically, if you eat a zombie that gives no abilities, Chomper just moves on with his life, entirely indifferent. However, if the zombie eaten does give an ability, Chomper will be able to use it. Many zombies in the game give special abilities, but not all do. Abilities range from being able to spit a projectile, to spitting an ink bomb, to being able to grapple at long distances. Depending on the ability's nature, they either have limited usage, or last infinitely until the ability is given up or you eat another special zombie. Abilities received by zombies are typically most helpful in their home world they appear in, but can help in other worlds where they also spawn. Chomper can hold two abilities at a time, and switch between them at a whim, though some special areas may disable one, or all ability usage.
=== Health and Getting Vanquished ===
In this game, Chomper has 150 health, similar to his Plants vs. Zombies shooter health amount. Similarly to the shooters, despite his large amount of health, it is quite easy to take a lot of damage. Many things in this game can hurt Chomper, from zombies, to drowning, to lava, to sharp objects and debris. These things do varied damage to him, of course. But some things ignore Chomper's health and just outright vanquish him instead, like falling into bottomless pits. When Chomper is vanquished, he groans in anguish, the screen fades to black, and he respawns in a safe area not too far from where he was vanquished. If he dies in a Small World, he reappears at the start. Being vanquished also takes away 30 coins. Due to death being very easy to encounter if you slip up (unlike other Plants vs. Zombies games), the punishment for it isn't very harsh, but still substantial enough so you don't go around repeatedly throwing yourself against a wall. If you somehow die with 0 coins, your coin count stays at 0 and doesn't go into negatives.
If you want to regenerate health, you'll have to be out of the fight for a bit. Healing works like it does in Battle for Neighborville; after a while of not taking damage, you will begin to regenerate health fairly quickly, to encourage blasting zombie threats often. Also because most zombies will kick your butt if you aren't careful.
===Temporary Power-Ups===
Also found throughout the worlds of Out for Lunch are temporary power-ups, like the ability to double jump, triple jump, dash in midair, grow and shrink, instant eat, and change gravity midair, just to name a few. Picking one of these up removes the current eat ability to have on you, replacing it with this temporary power-up. You'll often see these near big parkour sections, in Small Worlds (those are coming up later), or even a few attack-focused ones for zombie hordes. They all last a limited amount of time, which varies, and will be depicted by a meter that says "Ability POWER! Double Jump" or something. After they run out they'll respawn some time later, so don't worry about that. This leaves room for funny game design. Ability focused There might even be fun tricky sections where you rapidly change between power-ups to get through parkour. Who knows? (I do.) Have fun using them while they last, and take advantage of them when you find them!
== Adventure ==
Adventure is the main set of worlds in Out for Lunch. They are completed linearly, and each feature their own unique zombies, gimmicks, cosmetics, challenges, and collectibles to find and encounter. Each world also features a unique boss fight, which can be reviewed on Out for Lunch's Zombie page. From Windmill Valley to Desolate Domain, every world's got something new and unique for everyone.
This section also features some common parts of Adventure, including customization and optional collectibles.
===Worlds===
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|-|Windmill Valley=
WORLD ONE
Windmill Valley is the first world in Out for Lunch. All things considered, it's a pretty standard first world; a good mix of parkour, puzzles, and exploration, with some basic enemies that'll crop up all over the game being primarily located here. A wonderful place for a player to get used to everything that's about to go down, with its lush valleys and plains and game design.
The main gimmick of this world are the Windmills. They're fairly scattered about, so don't expect a dozen windmills everywhere you look. You can climb up windmills by heading up inside them, and from there, you can get launched a pretty good distance away by their spinning prowess. Use it to scale big hills, get to places, and just have fun zooming about like a crazyhead.
The collectibles here are Fresh Baguettes.
|-|Dragon Dunes=
WORLD TWO
Dragon Dunes is the second world in Out for Lunch. Starting to settle into the game now, Dragon Dunes is a bit rougher of a world. The environment is full of long sprawling sand dunes like your typical desert. The occasional oasis is to be found, and there's a town too, but there's mostly desert here. The zombies are also a bit more complex; some explode, some blind, and all around its a much more varied cast in all. It's also a bit more puzzle focused, because of the world's big gimmick.
The gimmick in question? Pyramids! There's quite a few of these to be found, in all shapes and sizes too. Most house a puzzle, or a little parkour segment, or just serve to be climbed on top of like a dunce. There's also secrets and zombies hidden in them, especially behind hidden destructible walls. Get to pyramid'ing!
The collectibles are Dragon Scales.
|-|Chimney Canyon=
WORLD THREE
Chimney Canyon, world three of Out for Lunch, takes a more parkour-focused stance in the world lineup, with more tricky jumps, bottomless pits, and jutting edges. Some puzzles still exist, but they're more off the beaten path. The world takes place in an expansive canyon, with an even more expansive underground. All sorts of big boulders and thin paths and big ravines are here in this cool place. And the underground is a big cave system, leading to several big rooms and several smaller ones with secrets and stuff to be uncovered and mined out.
In fact, those Caves are the gimmick here. While exploring aboveground is still an option, the cave systems contain the most food and winding paths to new locations, similar to PvZBFN's Steep Mines. It helps that they're all over the place. I love caves, man.
The collectibles here are Golden Ore.
|-|Zomburbia=
WORLD FOUR
Zomburbia is world four of Out for Lunch. It's also one of the most unique worlds of the bunch, as it introduces, many, many gimmicks, and even a side mode to play when you're bored of platforming. In general, the world takes less of a focus on puzzles and platforming in place of exploration. As in, exploring a whole zombie city, with many turns, landmarks, and secrets to discover.
Zomburbia has one major gimmick, being cars, and the ability to drive. Chomper can drive now. And drive quite a few cars too, including sedans, supercars, and big rigs. Now he can explore the city in style, glam, and total amazement. He can also hit zombies with his cars, which is funny. But the cars play an even bigger role in the minigame.
The minigame in question? Races! Now that Chomper can drive, you can also race! Several pieces of food in Zomburbia are acquired by competing in races with different vehicles, on different tracks, against different opponents, in different locations. You can also compete with other Chompers from parallel universes (also called "other players") online on these tracks for rewards like unique customizations and bragging rights. Even the boss is a race. Racing is so much fun!
The collectibles here are Dollar Bills.
|-|Evergreen Falls=
WORLD FIVE
Evergreen Falls is world five in Out for Lunch. You got a parkour world. You got an exploration world. You got the rest of worlds which were a bit of both. But where is the puzzle world? Isn't that literally one of the game's genres? Well folks, THIS is the puzzle world. Get to solving, swimming, and splashing in Evergreen Falls. Explore a luscious green forest on one half, and pretty beaches and lakes on the other. Well, not really halves, of course, but you get it.
Evergreen Falls' big gimmick is water. Chomper can't swim. If he stays in the water for 20 seconds or longer, he drowns and you are instantly K.O'ed. However, most zombies also can't swim, and if knocked into water by any means, will drown in 3 seconds. However, a few special zombies are exempt to this. Quite a few.
Chomper can get around water without drowning using rafts, which are usually found near most areas with water close by. Most rafts are able to be controlled by Chomper, but some can't. They do have a set amount of health, however, and are able to be destroyed by zombies, rough landings, crashing into water-based obstacles, or even taken apart by Chomper himself, so drive safely. 
The final gimmick here is the tides, which go in and out near some of Evergreen Falls' largest lakes. When tide comes in, a little bit of water comes in with it, slowing down all who stand in it. When tide goes out, it may or may not leave stuff behind. "Stuff" includes; Zombies, destructible obstacles, eatable items, or traps.
The collectibles here are Seashells.
|-|Desolate Domain=
WORLD SIX
Desolate Domain, world six of Out for Lunch, is interesting, to say the least. Interesting, of couse, means that it's time for something completely different. This world is focused on zombie battling and a bit of exploration, while puzzles and parkour take the backseat. Prepare the rations and head out, welcome to Desolate Domain, a war-torn city and what remains of it.
All the gimmicks of this world are obstacles! There's quite a few of them: some hurt Chomper, some hurt zombies, and all are totally destructive and sad.
*Barbed Wire hurts to walk through and does damage over time while you're stuck in it. Try walking around it, or above it, or below it, or obliterating it.
*Landmines do HUGE amounts of damage to those that step on them, whether it be Chomper or a foolish zombie, with an explosion that has light splash damage! One Landmine exploding can trigger others near it too for ultimate destruction, and several small minefields can be found in DD. Chomper can also pick up and throw them to do massive destruction, but if he holds onto them for too long they may explode in his hands! And that won't be good.
*Trenches - deep pits in the ground to avoid enemy fire, or just have fun getting dirty. Some hold zombies, some hold treasure, some lead deeper underground for one of the very few puzzles in this world, and some are just there for absolutely no reason. Hooray! 
*Ruined Buildings - Giant ruined buildings that have been destroyed, messed up, or lightly slapped by zombie forces in any way. A few you can go inside! Another few will either collapse when you get too close, or while you're inside. One particular skyscraper slowly falls towards you, and you need to get away super fast before you are crushed. Awesome!
The collectibles here are Bullet Casings.
|-|Abyssal Aquifers=
WORLD SEVEN
Abyssal Aquifers is the seventh world in Out for Lunch and the second watery world. Abyssal Aquifers makes the gameplay of parkour and puzzles take more of a backseat this time around to exploration... once again! This world loves exploration. There's a rocky, semi ruinous beach abovewater, and big city ruins and hills below. Get to exploring both halves! That's an order.
Water makes a return as the main gimmick in Abyssal Aquifers! But it's personal this time. Unlike Evergreen Falls, the last world with water in it, you can actually explore the waters in this place with diving gear. You can pick up diving gear from little boxes near certain areas. It's equipped automatically when you jump in the water, so don't fret. Jumping out of the water also automatically discards and unequips the stuff too, so don't forget about it when you want to dive in. Chomper's water controls and physics are pretty standard, pretty much what you expect. Projectiles and stuff are affected by water and move slower, he moves slower, dedicated underwater sprint functions and stuff, etc etc.
The collectibles here are Ancient Shards.
|-|Chomper's Trip=
WORLD EIGHT
Chomper's Trip is the eighth world in Out for Lunch. A wonderful, magical place, seemingly up in the clouds, filled with puzzles and parkour to explore. Travel across different dreamlike areas in Chomper's Trip, exploring mysteriously magical landmarks and bouncing along the clouds.
The main gimmick of this world is the low gravity. Considering the dreamy landscape, it shouldn't be too surprising to find that everyone's projectiles and jumps have a bit of floatiness to then. While not exactly to the level of moon gravity, you can still use it to do fun parkour and enjoy yourself, or obliterate zombies with new low gravity techniques.
The collectibles here are Bottle Caps.
|-|Faded Hollow=
WORLD NINE
Faded Hollow is world nine in Out for Lunch, and also super spooky. Another exploration focused world, though there are some puzzles that play into the gimmicks. Play in a dense forest, filled with pine and dead trees, some dense fog, and puddles and lakes of poison to stumble upon.
There are two main gimmicks for this world: one of which being the fog. Fog is all over Faded Hollow, and in different densities depending on your location. Very few locations in Faded Hollow have super dense fog, though; most of the time it's either in the distance blocking far away entities or more in your face, but still letting you see a lot of it. You can't get rid of it though. The fog is here to stay.
The second gimmick is the abundance of poison. Poison comes in two forms: lakes and puddles. They're very smelly, attracting zombies, and even being able to spawn a special type of zombie of their own. Walking into a poison lake or puddle hurts: you'll take slowly increasing damage per second you're in there. So probably don't go into the poison.
The collectibles here are Clues.
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=== Food ===
To progress through the game, Chomper needs to collect a certain amount of food in each world in order to power his flying scooter and fly to the next, in a manner similar to other platformer collect-a-thon Super Mario Odyssey. Food can be found in many different ways, whether it be through exploring and finding it hidden in the open, gambling, breaking a wall down, or destroying a group of zombies. Collecting a piece of food restores Chomper's health by a little and also adds a small visual icon to your HUD to indicate that you collected it. Different worlds contain different amounts of food, some more than others. Worlds with more food typically require a lot more to leave than worlds with less. Depending on which world you're playing in, the food can also change its appearance, though this is purely cosmetic and has no effect on gameplay. When you want all of your collected food to be inputted into your flying scooter, just jump on it as Chomper. A cutscene will play, showing the food fueling the scooter, and then he'll jump off, clearing your HUD of food icons. If depositing food unlocks a new world, an additional cutscene will play that shows the scooter is ready to head off to a new world.
=== Cosmetics and Coins ===
Unlike most other Plants vs. Zombies series games, Out for Lunch's coin system is purely for cosmetics. Nothing more, nothing less. Coins can be found in basically every world, though some have more than others. The cosmetics that Chomper can buy with coins are available in every shop no matter the world, and stock includes hats, skins, accessories, and other customizations that the Plants vs. Zombies shooters introduced. Among these are also stickers and other decor that Chomper can apply to his scooter.
=== Shops ===
Where there are coins, there are shops. Each world features their own unique shops. Each shop has two sections: one section sells items that can be bought with coins, and the other sells wares that are bought with a world's collectibles. Coin sections feature the same items in every shop in every world, and there is a massive selection. You can sort through the types of items you can buy with searches and sorting options. However, collectible sections have selections of wares that are unique to that world, and can't be bought with coins.
=== Collectibles ===
Each world also has their own unique sets of collectibles to find, some having more than others. Depending on which world you play in, these collectibles may appear cosmetically different, but they all serve the same purpose. Collectibles are located all over worlds, sometimes even in Small Worlds, rewarding the exploriest of explorers for exploring everywhere. Find enough of them, and you may be able to purchase things in the collectible section of that world's store, which houses unique cosmetics and stickers that relate to the world's theme. Not only that, but if you get every cosmetic in a world, a special Small World will open up, functioning as a long gauntlet of that world's zombies and other gimmicks, testing how good you are with handling them and if you've mastered them. Each of these gauntlets contain four individual pieces of food to collect throughout it, and completing one gives you a hefty bunch of coins to congratulate you.
=== Small Worlds ===
Sometimes while adventuring through a world, you may encounter a door, a gate, a staircase, or a taxi that's in an odd position. These places house Small Worlds, which are special areas called that you can explore within a normal world. Each of these Small Worlds have at least two pieces of food to collect, one acquired at the end of the section and one hidden away off the beaten path, but some contain more than what they seem and sometimes even have warps to a second Small World. They can be encountered from as soon as Windmill Valley, and are featured prominently in every world.
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