So far the biggest gameplay rule change that I am shooting for going from Auro to Alakaram is the totems/influence system, which will add long arcs to the game. For those who aren't aware, here are the new rules (numbered for discussion purposes): 1. There are 6 totems (spread uniformly in a circle) on a level. 2. Combo meter points are now 0,1,2,3,4 (no 5). 3. When you kill a monster, it creates an influence zone with a radius the size of your current combo. This just means that the tiles get some color effect. 4. The new game objective is: Capture all 6 totems before running out of health (capture via influencing them). 5. Monster difficulty scales throughout the match. 6. Each influence zone decays and disappears after 30 turns. Joining two or more influence zones sets their timer to the average of all involved influence zones' decay timer (maybe plus some). 7. 4-radius "circles" are PERMANENT. 8. The game now also has a minimap that will show the influence zones on the map in green, yellow or red depending on how long they have to decay (or maybe white if they're permanent). So far I'm pretty happy about this. What I am now thinking about, and you guys can help me with (although feel free to challenge the above as well, or give any thoughts you have on it), is what else gameplay wise do the influence zones mean? I'm thinking something like: Imagine if like, half of the monsters were "heavy" or similar - they need some special map resource (like a floe, vortex) to kill. Also imagine that these map resources are permanent on the map. So what you start having are some areas that are like "high kill utility areas". My instinct is to say that maybe influence should remove all this stuff. Here's a proposal: A1. Ability cooldowns are all increased by roughly 3x A2. Power tiles' value is increased by 3x. A3. Influence tiles give 1 point of cooldown (and do not deplete, until the influence goes away) A4. When a tile gets influence, it removes any vortex, floe, or power tiles on it. This way, we could maybe have a situation where you kind of have to balance influence areas with kill-utility areas. What do you guys think about all this? Thanks for reading.