Hey so getting right into some thoughts I've been having tonight about PTL. PTL THEMATIC SURGERY Problem. I think PTL has an issue where it’s hard for people to give a shit about what they’re doing while they play the game. I agree with this too, I think when you play, you’re kind of moving around doing some stuff, but there is no clear “I should be doing X” thing. It’s not clear why I should push any given lane at any particular time. What’s needed is a thematic or narrative explanation for what’s going on here. Especially because the game is so weird. This explanation needs to be really down to earth and immediately understandable, so not like a gameshow or something. Very clear obvious conflict stuff. EXAMPLES: "Try to survive" in some score attack thing, or "Get 50 points" in Auro, or "Destroy the enemy nexus" in League or whatever. "Get to the furthest dungeon level you can" in a Roguelike maybe. Point is, I have a clear victory condition in my game -- which right now is push the top lane -- but it's not... thematically reinforced really. And I also want players to understand that they can't just immediately start pushing the top lane, either. I mean they can sometimes but it should also feel like they can push the other lanes first. Thought about this for a couple of hours tonight and here is what I came up with, but I'm not sold on it so please give me your thoughts, too. Minions are now called KEYPLE, and they're either shaped like keys or they have keys for heads or something. As they move down the lanes they fight each other, but they also will unlock stuff. So they will unlock any: - Treasure chests - Monster vaults - Final doors... ... that they touch. The new narrative-goal of the game: "Escape!" The top lane has a BIG HUGE DOOR that will be massive, and it's closed. If one of your Keyple touch it, they will unlock it. A boss maybe comes out of the door, but you can slip past him to win (or kill him, whichever). (Alt: there is no boss, and maybe just opening the door wins you the game). Loss condition of running out of lives always works, but the loss condition of your base exploding needs some explanation-help here. We add a bunch of random treasure chests directly adjacent to the lanes. This will really motivate players (I think) to push lanes. We get rid of Capture Points entirely. Instead, the Monster Vaults are now tied to towers and they trigger on tower-destruction. Couple more things, not based on this line of thought but other conversations and some stuff @evizaer said in chat. Pushing LEFT lane half way (2nd tower) triggers RIGHT lane boss to emerge, and vice versa. Pushing TOP lane half way triggers TOP lane boss to emerge. That's all for now. But please give me your thoughts.