Majesty
(PC)
Aside from the obvious old game problems, terrible UI, terrible tutorials, nightmare micromanaging and navigation, terrible action feedback, I quite enjoyed my time with the game!
Here are some thoughts:
- Reward system is a genius idea for a “auto-game”, the implementation is also quite nice, double clicking your goals feels natural but they could’ve added that double clicking it more than once increases the bounty. My biggest problem with it is that it’s not clear if the units actually care about the bounty you’ve placed, sometimes I add a bounty right next to some units and they just walk around like nothing is happening. A feedback system for when units engage in actions that are related to a nearby bounty would be great. Ex.: destination arrows, speech bubbles, voice lines
- Building in this game is a bit of a nightmare. Buildings take too much empty space and the grid is not communicated properly. Having to clear the fog of war just to place your starting buildings is very annoying, the castle could start with a bigger cleared area
- I really like the positioning problems this game imposes. Properly organizing your buildings to optimize your units' pathing is a great mechanic and satisfactory learning curve. It’s also kind of poorly implemented, like, the marketplace is a very valuable building but it’s also a giant target, it should be a challenge to properly defend it but the buildings that need access to it are military buildings so it gets kind of naturally defended, defeating its challenge. But I like this and it feels on brand with “city building games”, properly placing your structures to better the logistics of your city. Also there could be roads, tons of possibilities with roads.
- Individually clicking buildings to build what you want should be a thing of the past. Upgrades should be universal across all buildings of the same type and buildings should automatically pump out their units without having to manually queue them. Maybe there could be a clear division between “money making structures” and “production structures”, and their production would happen similarly to a power grid on Factorio. Structures passively consume power in order to do what they do, and if your power supply ever happens to empty out, your structures will stop producing until you solve your power generating problems.
- The spell system is a nice way to introduce some kind of micromanagement to the game, but they’re all combat related. There could be some production related spells, like the “Chrono Boost” from Starcraft 2 which speeds up the production of a single structure for a while. What I like about SC2 is that the economy is a greedy game of risk vs reward, you can spend your resources on combat and feel safe right now but you can choose to spend your resources on economy, engaging in the risk of being weak for a while, but if you survive you’ll be much more powerful long term. Expert stages should require you to greed on every chance you get to keep up with the endgame waves of enemies