Hey Splattercatgaming, Crown of Greed dev here! First of all, thank you for your time spent with our game and for your honest review - it's a huge support for such a small, indie team like ours. Regarding the concerns you shared at the end of the video (which we completely understand!), we in fact have numerous ideas to further improve the game and introduce more innovations. The excitement around the demo is giving us that extra push and possibilities to extend and polish the experience even further. Thanks to all players for helping us improve Crown of Greed!
Dude I played the demo loving the game so far, gonna go play it again as soon as I can :) Would love to know how to use the inn for combined teams but overall loving the game
i just added to wishlist, one of strategy games that does not require high apm, i am looking for this kind of game for so long. i hope more games like this come out! 😆👍
I've been waiting for a valid successor to Majesty for like 20 years. Hopefully this turns out decently well! One of the greatest things about Majesty is that it didn't take itself seriously, we'll see if this follows the same path.
I am aware this is just an alpha version but so far this is no successor, just a straight copy. Nothing new added except for a graphics update. On the other hand - the basics of the game is solid and if one adds too much, it becomes a chore, like Leviathan's fantasy, which I was looking forward so much. I need a fun gameplay, like more optional quests (adding escort quests maybe or protecting an area/building/NPC for some time) to make the world more vivid.
@@Orin1305 yeah I played the demo after leaving the comment and it was fun enough but missing a certain something. we'll see if it develops any more interestingly as time goes on.
This looks good. My type of game! Thank you Splat. Notice that I've subed to your magnificent channel when you had less than 500 subs and still watching daily! Keep it up dude!
This is a promising title with a lot of rough edges. It looks like the community and devs are pretty active with one another on the Steam forums. It's almost like some sort of beta tester forum at times, which is great! Maybe it will get turned into a gem worth of its spiritual guide.
Majesty was great. Still is. The sequel is also great. I added this to my wishlist as soon as I heard the word Majesty. The demo needs work, but they've been doing some updates.
Omfg! I just brought up Majesty the other day after forgetting about it for ages 😊 I used to love playing that game with my twin brother back in the day! It was the first game we could play on our shitty desktop we inherited from my step-dad's work. I always wondered why I've yet to see any spiritual successors to that gem, & yet here we are! Hopefully it turns out to be a good game
I remember watching my brother play Majesty back in the day and thought it was fascinating, but never played it. Glad to see something in the same genre.
The cost of towers goes up as you build more. You also need towers for your trade posts away from town. If you put your towers all close instead of far away like you did, then the guards will help each other out a lot more.
Yeah at least in majesty you wanted the towers more closely built around your town as some of the more honorable hero classes would be more likely to defend buildings that were not just their guild hall. As far away as splat put the towers none of the heroes will even care unless they happen to be in the area providing these heroes are set to act similar to majesties.
Mate I'll be honest - most of your criticisms of this game (which are totally fair) are issues that existed with the original Majesty This looks as close to a remaster / remake of Majesty as I've ever seen, and if it ends up being Majesty with more content, I'm ENTIRELY sold. Your suggestion to be able to control guards like an RTS I think is a bad one because part of the challenge of Majesty is building out your town and roster to be self-sufficient by learning how guards patrol and which heroes specialise in what (I.e. Rogues like to explore for money, so they'll seek out lairs; rangers like exploring in general and foraging to make their own potions, so they'll paint the map; warriors like to defend their town and high level warriors would do their own patrol paths, etc.) Your suggestion to add an indicator over lairs to understand the $ figure you'd require to get heroes to go after it wouldn't make sense if this game's bounty system is as complex (good thing) as the original Majesty's system - different heroes and hero types will respond to different amounts depending on the danger, distance, and their own personal finances. Rogues would go after just about any bounty, to their own detriment, so they were great early-game units to clear out lairs close to home. Paladins and other noble units like high level warriors would seek out lairs of their own volition, but they would also respond to a high enough bounty because nobody is immune to the draw of gold. Basically, the original Majesty seemed to have a kind of pseudo-morality system whereby bounties would entice certain types of characters more than others, and you could go down the path of having entirely religious and valorous characters who will play defensively, and once they level up enough, will clear the map for you, or you could go down the more sinister, greedy, cult-like paths whereby everyone is seemingly motivated by self-interest and money, but those hero types would be way quicker to clear a map if you were swimming in gold to pay for bounties. My personal favourites were the noble paths because Wizards in particular were so vulnerable in their first few levels before they learned their high level spells that having a tanky, defensive, sacrificial frontline of warriors, paladins, healers, etc. allowed them to survive to get to a high enough level that they were able to cast meteor storms and wipe everything on the screen. There was nothing more satisfying in Majesty than recognising the name of one of your starter heroes and seeing he/she has fully upgraded their equipment, equipped a bunch of magical gear, and casting spells that are destroying high-level opponents. The coolest thing about the magic system was that if non-magic characters got to a high enough level, they'd go to a library or a temple and teach themselves some spells - I remember having warriors and rangers casting low level spells in addition to using their regular attacks. God I so hope this ends up being what Majesty 1 was - 2 was almost unrecognisable in comparison.
I loved the original majesty games and still boot em up from time to time as i bought them on steam a while back. I quite enjoyed this demo. Its a little rough around the edges but the game does have promise. I have been wanting majesty style games for years, but have not found any which is quite disappointing.
@@another_blacktomcat tax collector was not useless, using the rogue's guild ability would cause you to lose out on a percentage of the gold that you would have gotten from taxes. If you were able to hold off on using the ability you would get more gold from the taxes.
@ you are saying the important part and still glanced over it imo. "waiting for it". plus you have to prevent him from dying to the damn rats or other pests. all the while the thiefs guild ability is instant. you loose out a tad bit of money but you gain speed and safety, the thieves guild allows for much quicker progression :)
Re: colonist-built roads. This is actually how a lot of small scale construction of paths and sidewalks is done in real life. As my university was being expanded, all of the smaller pathways/connecting sidewalks were built on the paths that students and faculty had naturally worn into grass and dirt in the course of the first year. Worked like a charm. I love that games do this now.
The style of this is nothing like it, but this game reminds me of the game "Dwarfs?!" where you don't control your diggers, but can issue commands to your warriors. Your dwarves just endlessly dig deeper while you attempt to manage the consequences. Your warriors even level up and such.
I tried making a version of Majesty in the Warcraft III editor but didn't know enough to manage to pull it off. Love that game and surprised there aren't more like it
There is a much older game called Medieval Conquest (2004) - which had similar stuff.. I liked its economy style more. The 'heroes' would sell the monster parts for money, which they used to buy weapons/armor - and recreation (some times, you just needed to visit a fun house after killing slimes all day). Really wish there was a sequel to that game.
having played Majesty 2 and the mobile version, i always use the heroes barracks as defense instead of towers. heroes will more actively react to their home being destroy than just some tower on the other side of town. i generally only use towers as a safe house for tax collectors to hide in and delaying enemy attack on trading posts. main strategy i usually use is 2 warrior barracks on opposite side of the town. having 8 warriors early on will keep the town safe while you wait for your economy to build. and with there being less competitions with other faster heroes, they also have time to level up and become the defacto tanks for late game.
I just finished a run on the game and it was quite fun. I have a suggestion: Make one hero that is you, the player, that can rally guards if they are in the range of the tower. They Hero can be any one of the hero types but you have total control of it. I think this has tons of potential.
You had me at Majesty-like. I've always liked Majesty as it's one of the only games that really hits the same genre as My Life As A King (and vice versa, of course), and I've always wished more games would take inspiration from either game.
I'm hopeful for this one, i loved the crap out of Majesty, challenging but so much fun and some memorable voice acting. Every time i hear Splat mention another old game i can't help but think hes my brother from another mother.
Instead of walking up to the giant spider that's eating their face, perhaps the villagers could run away and become panicked for a while, stopping them working.
In case no one mentioned it... Once you place a contract banner down, click on the banner itself, and you will be able to change the terms of that contract such as to increase the reward and see how many heroes are interested in doing that quest. You can also use that menu to cancel the contract altogether, which comes in handy for defensive contracts that have outlived their purpose.
I have played the hell out Majesty, go back to it every few years at least. And this game is just Majesty in so many ways. Like the same upgrades, the same way towers increase in price the more you get, the same type of units. It just seem to add a little here and there but I was hoping for more. Especially addressing the problems with heroes just wondering around and ignoring your flags too often. One thing I always thought would work in a Majesty style game would be the edict system of the Tropico games. Like all kinds of things that effect things, many times one issued makes another unavailable. Anyways enough rants, they did create quite the Majesty game, so hope it goes well for them.
This has a lot of promise I hope they continue to make this better. And they better have that iconic "My Liege" voice Majesty and the Ardania games have.
I was talking with a friend about Majesty and wishing for a spiritual successor just last week. Perfect timing! Hoping they can reduce the "generic 3D" vibe as well as put more feedback into your hero's status (running away, attacking, leveling up, etc.) - just like Majesty; it's a good way to improve the feedback for the player while also adding to the atmosphere of the game. Majesty is a good example (generally - not just for it's successors) of how visual/auditory/UI design combine together to improve gameplay (e.g., everything has clear sounds, a distinct look, generally isn't hidden in menus, etc.). In terms of style, I think an issue here is similar to when Pandora: First Contact copied elements of Alpha Centauri directly - they'd add lore and characteristation, but it was lost under a generic modern interface, limited prioritization, etc.; it felt like box-ticking. That happens here. There's limited style outside the (amazing!!!) concept artwork (the heroes at the camp fire), and the overstylized building names just don't do it. This game could benefit from the principle of "show, don't tell." Again, they have a point of reference in Majesty that did an amazing job of that. At no point should I be getting Majesty 2 vibes. Playing the demo some more, the lack of auditory feedback is a killer. E.g., a warrior died and I had no idea - even the notification messages are small/don't stand out visually/scroll by quickly. Tax collectors collecting from fixed points of a structure can be frustrating for smooth tax collection. I don't mind fixed build sites for trading posts if you know that going into maps. I didn't explore parties much...I liked heroes having predispositions to teaming up naturally in Majesty - it's something I always wished to there was more of (e.g., healers + warriors). Honestly, this is a big turn-off: I have to build, upgrade, and pay for something that the heroes should be doing generally (while also adding a ton of flavour to the game with heroes favouring specific combinations). Having every guild building provide direct spells feels very...same-y...to me. I like the idea of hero buildings providing something that might be different (e.g., summon warriors back, extortion, ruler spells, etc. in Majesty). The slower pace a bit is nice aside from pretty frequent spawning that seems overtuned.
Just a heads up for everyone, you can actually build multiples of each hero building and each will house heroes. You can also upgrade each hero building, every level will house an additional hero and even unlock new abilities
7:15 I think the whole point of the game is that you're not able to RTS-control units, I'm very much against introducing any of that. Instead, I think it makes sense to either: - Improve the overall positioning/coordination of guards. - Allow the player to define "hot spots" - areas who are often in danger and who guards should patrol with more frequency. - Provide upgrades that improve the efficiency/awareness of guards.
The part you don't care for is what Majesty did back in the day. I personally enjoy it but more of these kinds of kingdom sims with different ideas would be great.
Looks cool. I enjoyed "Majesty" but it's one of those game where when I bring it up in conversation people are like "Never heard of that." This really does seem like it hits that same spot.
Just finished the demo and this game is so much fun. The AI needs to have a code that tells nearby heroes to charge and defend the town whenever its under attack. Far too often I see buildings under attack and heroes just can't be bothered until I place a bounty to defend. Guard towers need to be buffed, even the upgraded towers like the Gunner Tower aren't that great.
@@quidnunc01Splat did a video of it a while back, I picked it up shortly afterward and they've been updating it a bit since. I suggest seeing the video and remember that their ENG localization is kind of rough.
Yes, the publisher was buying fake positive reviews and that automatically got it delisted from Steam. Now it's back with a new name: Celestial City Fantasy
@@Dreadnought33 This whole situation is so odd - they've changed the banner for the game, but it's still called The Leviathan's Fantasy? But not because it's relisted, because the copy I own still directed to a dead store page and it says I don't own the new entry anymore? And somehow Steam is ok with this I guess? Or the new one will get delisted again any day now for ban evasion?
I used to just play the most hostile map I could create in Majesty with codes to let me build every structure (for some, building one type of structure excluded building another as certain groups are antagonistic to each other) and see who survives. The Paladins were always overpowered, she just would not die xD
a Majesty sucessor is a good thing. here's some feedback for the Devs. I think this game could use faster attack animations the blows feel in slow motion, increase the animation speed of the attack, while increasing the downtime between attacks so DPS stays the same. same for archers you can see their arrows slowly flying , that's a no go. make that projectile fast.
Majesty and Majesty 2 are great games. I have played both through + first games expansion. I think I have played 1 or 2 expansions for second game. Then there was too hard map to conquer.
> "Bro don't drag that thing into town" My first time playing Skyrim, thought I'd level up my defences to ease the game later. Jumped up a bunch of levels, spawned in a Troll. Kited it back to the first town and it wiped out everyone it could.
Loved the Majesty games growing up! Gonna keep an eye on this one for sure. For me that cheap mobile feeling you mentioned comes from the scale of the characters compared to the buildings, makes it look a bit like one of those copy paste empire builder games. I feel like the buildings need to be scaled up a bit.
Neat little game. Definitely dig it over the tight control of every %1 xcom games that have been prominent lately. A game to half pay attention to and let do its thing.
I like the concept of Majesty, but it is "very" important that games like this have a high quality system for issuing quests/directives. And you are spot on. Should be able to issue "direct orders" to the Guard. I hate it when games like these have units that turn into wandering fruit loops that are busy staring at a tree in the south when a raging invasion is at the castle walls in the north. That kinda clown logic really grinds my gears!
Ha, It kinda made me dig it even more. Instead of being in control of every detail, I can just half imagine some 12 year old spawning into skyrim as one of my adventurers in the game.
The original Majesty didn’t allow you to control guards and it worked just fine- how he is placing guard towers is basically ignoring the game’s mechanics.
@ But placing the buildings was fine? To me it makes sense that the Hero's cannot be controlled, but it makes no sense not being able to control your own troops. That is what I call "immersion breaking". This is not a "god game" style like Populous right?
@ I can get your frustration a bit, behind not being able to "control" things, but there are also many games where you get to control every unit. It's nice to have a game where they go off on their own mind.
@ Oh... don't get me wrong. I am definitely not wanting to "control every unit". I wanted Majesty to succeed more than it did. But it really is a problem when a hero looks at an enemy and just wanders off the other way for no reason and then you lose a building. I have been hoping for a "True Strategy" game where you don't control any units, instead you Strategize placement. The old "Stronghold" game by SSI is a great model for what I would like to see more of. You never control any units there. Instead you set desired population by assignments. They had individual levels and you rolled for their stats DND style. I loved that game. I would sit and watch the auto combat play out for hours and build my empire! And I don't mean the Stronghold games from Firefly.
Majesty, especially Majesty 2 and Monster Kingdoms expansions vere amazing games. A lot of fun, good humor, simple controls and just overall enjoyable. The only negative is they aged rather poorly especially on the visual front. So yeah this game knocking on the same door as Majesty got me positively interested!
As a veteran of majesty series i would suggest faster early building of units cause the enemies get stronger over time so if you neglect early game expansion you will be overrun most of the times in such games.
"I don't know what the heck Rogues do" They do strong stealth attacks. They work well when you get them a lot of fancy abilities. They suck early on. Put them in a team at the inn if you can.
This game seems to have the same issue Majesty had. They just throw way too many enemies at you, before you're ready, to the point where it becomes more punishing than fun to play. That's something that definitely needs to be tweaked. This is why I gave up on Majesty, though I loved the concept.
Leviathans Fantasy by StarChess seems to still be on Steam, it seems to be renamed to Celestial City Fantasy. Unless there was another game of the same name by a different developer.
Yeah this game needs combination of autonomous units like Majesty and controlled units like regular RTS. Also walls and fortifications. At least they make cemetery free and appear automatically, unlike in Majesty.
7:20 I have absolutely no desire for town guard to be under my control. The entire concept of majesty is that you only control where buildings go. I don't want to control any NPCs.
Hey Splattercatgaming, Crown of Greed dev here!
First of all, thank you for your time spent with our game and for your honest review - it's a huge support for such a small, indie team like ours. Regarding the concerns you shared at the end of the video (which we completely understand!), we in fact have numerous ideas to further improve the game and introduce more innovations. The excitement around the demo is giving us that extra push and possibilities to extend and polish the experience even further. Thanks to all players for helping us improve Crown of Greed!
hey man what platforms are you coming to?
Dude I played the demo loving the game so far, gonna go play it again as soon as I can :)
Would love to know how to use the inn for combined teams but overall loving the game
Keep up the good work, there is definitely a decent chunk of players who are starved for a successor to Majesty, hopefully you can make it happen.
i just added to wishlist, one of strategy games that does not require high apm, i am looking for this kind of game for so long. i hope more games like this come out! 😆👍
I love the concept of the game, I really hope you get the support you need to polish it up real nice!
God I used to love majesty so much. I miss that game.
Majesty I and II are both on steam for $10 each, $13 for Majesty II with all the DLC.
@halfseamusracing9073 it's still a lot in my currency, and I'm poor, so I cannot afford it rn sadly
@@AwesomeJedi182 Then google something like "Majiesty FreeGOGPCGames" and you will find it "for free" (if you know what I mean) ;-)
@@AwesomeJedi182 Sorry to hear that, just figured I'd let ya know its still available because its a great game.
Bunch of russian devs are currently making their knockoff of Majesty. Looks promising. It's titled 'Lessaria'.
Majesty was a great part of my childhood
After 20 years, I still play Majesty sometimes! Dev, please make modding easy in this game, as it is a huge part of replayability.
I've been waiting for a valid successor to Majesty for like 20 years. Hopefully this turns out decently well! One of the greatest things about Majesty is that it didn't take itself seriously, we'll see if this follows the same path.
I am aware this is just an alpha version but so far this is no successor, just a straight copy. Nothing new added except for a graphics update. On the other hand - the basics of the game is solid and if one adds too much, it becomes a chore, like Leviathan's fantasy, which I was looking forward so much. I need a fun gameplay, like more optional quests (adding escort quests maybe or protecting an area/building/NPC for some time) to make the world more vivid.
@@Orin1305 yeah I played the demo after leaving the comment and it was fun enough but missing a certain something. we'll see if it develops any more interestingly as time goes on.
I loved Majesty. I used to play it with my Cousin all the time.
You had me at 'Majesty Inspired Fantasy'. I'll be keeping an eye on this one!
I love this type of game. i used to play majesty when i was a kid and can't wait to see what they do with this.
This looks good. My type of game! Thank you Splat.
Notice that I've subed to your magnificent channel when you had less than 500 subs and still watching daily!
Keep it up dude!
thx for posting that game, played yesterday real reminder of majesty 1, id say its even better then majesty 2
This is a promising title with a lot of rough edges. It looks like the community and devs are pretty active with one another on the Steam forums. It's almost like some sort of beta tester forum at times, which is great! Maybe it will get turned into a gem worth of its spiritual guide.
We do need a new majesty game. I loved that game
Majesty was great. Still is. The sequel is also great. I added this to my wishlist as soon as I heard the word Majesty. The demo needs work, but they've been doing some updates.
Again thanks for testing all these games out for us! It helps me decide if I want to play it.
You finally got to this one. I played it a few days ago and put it on my wishlist.
Majesty was ahead of its time.
"It's like Majesty."
SOLD!
Omfg! I just brought up Majesty the other day after forgetting about it for ages 😊 I used to love playing that game with my twin brother back in the day! It was the first game we could play on our shitty desktop we inherited from my step-dad's work. I always wondered why I've yet to see any spiritual successors to that gem, & yet here we are! Hopefully it turns out to be a good game
didn't even see the video, just read "majesty" and i am downloading the demo
Love your channel, watch it every day, can't count the amount of indie games you've introduced me to, keep it up!
I'm surprised this isn't made from the original publishers of majesty! It looks just like majesty 2! So excited.
I loved Majesty. Unfortunately a lot of this game still looks rough, but I'm glad there's a spiritual successor.
I remember watching my brother play Majesty back in the day and thought it was fascinating, but never played it. Glad to see something in the same genre.
I was very pleased to see they got rid of the indestructible sewer grates that would spawn enemies in your town from Majesty.
I'm glad that RTS games are back at it again. It's been awhile seeing them popping off all at the same year.
Finally! Played so much with all the Majesty games, was curoius if anybody ever gonna take that torch up and run with it.
Just played crown of greed. Fun game. Put it on my wishlist. Ty splattercat
The cost of towers goes up as you build more. You also need towers for your trade posts away from town.
If you put your towers all close instead of far away like you did, then the guards will help each other out a lot more.
Yeah at least in majesty you wanted the towers more closely built around your town as some of the more honorable hero classes would be more likely to defend buildings that were not just their guild hall. As far away as splat put the towers none of the heroes will even care unless they happen to be in the area providing these heroes are set to act similar to majesties.
Mate I'll be honest - most of your criticisms of this game (which are totally fair) are issues that existed with the original Majesty
This looks as close to a remaster / remake of Majesty as I've ever seen, and if it ends up being Majesty with more content, I'm ENTIRELY sold.
Your suggestion to be able to control guards like an RTS I think is a bad one because part of the challenge of Majesty is building out your town and roster to be self-sufficient by learning how guards patrol and which heroes specialise in what (I.e. Rogues like to explore for money, so they'll seek out lairs; rangers like exploring in general and foraging to make their own potions, so they'll paint the map; warriors like to defend their town and high level warriors would do their own patrol paths, etc.)
Your suggestion to add an indicator over lairs to understand the $ figure you'd require to get heroes to go after it wouldn't make sense if this game's bounty system is as complex (good thing) as the original Majesty's system - different heroes and hero types will respond to different amounts depending on the danger, distance, and their own personal finances. Rogues would go after just about any bounty, to their own detriment, so they were great early-game units to clear out lairs close to home. Paladins and other noble units like high level warriors would seek out lairs of their own volition, but they would also respond to a high enough bounty because nobody is immune to the draw of gold.
Basically, the original Majesty seemed to have a kind of pseudo-morality system whereby bounties would entice certain types of characters more than others, and you could go down the path of having entirely religious and valorous characters who will play defensively, and once they level up enough, will clear the map for you, or you could go down the more sinister, greedy, cult-like paths whereby everyone is seemingly motivated by self-interest and money, but those hero types would be way quicker to clear a map if you were swimming in gold to pay for bounties.
My personal favourites were the noble paths because Wizards in particular were so vulnerable in their first few levels before they learned their high level spells that having a tanky, defensive, sacrificial frontline of warriors, paladins, healers, etc. allowed them to survive to get to a high enough level that they were able to cast meteor storms and wipe everything on the screen. There was nothing more satisfying in Majesty than recognising the name of one of your starter heroes and seeing he/she has fully upgraded their equipment, equipped a bunch of magical gear, and casting spells that are destroying high-level opponents. The coolest thing about the magic system was that if non-magic characters got to a high enough level, they'd go to a library or a temple and teach themselves some spells - I remember having warriors and rangers casting low level spells in addition to using their regular attacks.
God I so hope this ends up being what Majesty 1 was - 2 was almost unrecognisable in comparison.
I loved the original majesty games and still boot em up from time to time as i bought them on steam a while back. I quite enjoyed this demo. Its a little rough around the edges but the game does have promise. I have been wanting majesty style games for years, but have not found any which is quite disappointing.
I LOVE majesty series soooo much
10:50 The worker disregarding her safety while being attacked could use an improvement. Worker should have fled when being approached by an enemy.
it reminds me of a certain tiberium collecting vehicle.....and that ai is already a bit outdated :P
That's exactly how Majesty was lol.
@ yeah but first, thats a long time ago. second the thiefs guild "where is the gold" still rings in my ear, making the tax collector useless anyway :P
@@another_blacktomcat tax collector was not useless, using the rogue's guild ability would cause you to lose out on a percentage of the gold that you would have gotten from taxes. If you were able to hold off on using the ability you would get more gold from the taxes.
@ you are saying the important part and still glanced over it imo. "waiting for it". plus you have to prevent him from dying to the damn rats or other pests. all the while the thiefs guild ability is instant. you loose out a tad bit of money but you gain speed and safety, the thieves guild allows for much quicker progression :)
Even the title screen instantly gave me Majesty vibes from the opening cinematic
Re: colonist-built roads. This is actually how a lot of small scale construction of paths and sidewalks is done in real life. As my university was being expanded, all of the smaller pathways/connecting sidewalks were built on the paths that students and faculty had naturally worn into grass and dirt in the course of the first year. Worked like a charm. I love that games do this now.
The style of this is nothing like it, but this game reminds me of the game "Dwarfs?!" where you don't control your diggers, but can issue commands to your warriors. Your dwarves just endlessly dig deeper while you attempt to manage the consequences. Your warriors even level up and such.
looks like Majesty style gameplay, loved that game
"Because he's got balls that clank" 😂😂😂
I tried making a version of Majesty in the Warcraft III editor but didn't know enough to manage to pull it off. Love that game and surprised there aren't more like it
There is a much older game called Medieval Conquest (2004) - which had similar stuff.. I liked its economy style more. The 'heroes' would sell the monster parts for money, which they used to buy weapons/armor - and recreation (some times, you just needed to visit a fun house after killing slimes all day). Really wish there was a sequel to that game.
I have to go look up that game. Thanks.
If this gets tightened up a bit by release I will probably check it out, I like the idea a lot
14:20 "seeking opportunity to fight" standing in the middle of enemies and does nothing xD
Oh yeah this is what I'm looking for
having played Majesty 2 and the mobile version, i always use the heroes barracks as defense instead of towers. heroes will more actively react to their home being destroy than just some tower on the other side of town.
i generally only use towers as a safe house for tax collectors to hide in and delaying enemy attack on trading posts.
main strategy i usually use is 2 warrior barracks on opposite side of the town. having 8 warriors early on will keep the town safe while you wait for your economy to build. and with there being less competitions with other faster heroes, they also have time to level up and become the defacto tanks for late game.
I just finished a run on the game and it was quite fun. I have a suggestion: Make one hero that is you, the player, that can rally guards if they are in the range of the tower. They Hero can be any one of the hero types but you have total control of it. I think this has tons of potential.
You had me at Majesty-like. I've always liked Majesty as it's one of the only games that really hits the same genre as My Life As A King (and vice versa, of course), and I've always wished more games would take inspiration from either game.
The trees are indeed part of the hunters cabin, you can even see the trees on the icon of this building
So much love for Majesty... "Problem? I"m on my way!" 💌
I'm hopeful for this one, i loved the crap out of Majesty, challenging but so much fun and some memorable voice acting.
Every time i hear Splat mention another old game i can't help but think hes my brother from another mother.
Instead of walking up to the giant spider that's eating their face, perhaps the villagers could run away and become panicked for a while, stopping them working.
In case no one mentioned it... Once you place a contract banner down, click on the banner itself, and you will be able to change the terms of that contract such as to increase the reward and see how many heroes are interested in doing that quest. You can also use that menu to cancel the contract altogether, which comes in handy for defensive contracts that have outlived their purpose.
I have played the hell out Majesty, go back to it every few years at least. And this game is just Majesty in so many ways. Like the same upgrades, the same way towers increase in price the more you get, the same type of units. It just seem to add a little here and there but I was hoping for more. Especially addressing the problems with heroes just wondering around and ignoring your flags too often.
One thing I always thought would work in a Majesty style game would be the edict system of the Tropico games. Like all kinds of things that effect things, many times one issued makes another unavailable.
Anyways enough rants, they did create quite the Majesty game, so hope it goes well for them.
This has a lot of promise I hope they continue to make this better. And they better have that iconic "My Liege" voice Majesty and the Ardania games have.
for everyone talking about majesty, the games actually hold up really well and Majesty 2 is just as good as the first one
Nice review and nice game. I love those kind of games, can't wait to play
🔥🔥🔥
I was talking with a friend about Majesty and wishing for a spiritual successor just last week. Perfect timing! Hoping they can reduce the "generic 3D" vibe as well as put more feedback into your hero's status (running away, attacking, leveling up, etc.) - just like Majesty; it's a good way to improve the feedback for the player while also adding to the atmosphere of the game. Majesty is a good example (generally - not just for it's successors) of how visual/auditory/UI design combine together to improve gameplay (e.g., everything has clear sounds, a distinct look, generally isn't hidden in menus, etc.). In terms of style, I think an issue here is similar to when Pandora: First Contact copied elements of Alpha Centauri directly - they'd add lore and characteristation, but it was lost under a generic modern interface, limited prioritization, etc.; it felt like box-ticking. That happens here. There's limited style outside the (amazing!!!) concept artwork (the heroes at the camp fire), and the overstylized building names just don't do it. This game could benefit from the principle of "show, don't tell." Again, they have a point of reference in Majesty that did an amazing job of that. At no point should I be getting Majesty 2 vibes.
Playing the demo some more, the lack of auditory feedback is a killer. E.g., a warrior died and I had no idea - even the notification messages are small/don't stand out visually/scroll by quickly. Tax collectors collecting from fixed points of a structure can be frustrating for smooth tax collection. I don't mind fixed build sites for trading posts if you know that going into maps. I didn't explore parties much...I liked heroes having predispositions to teaming up naturally in Majesty - it's something I always wished to there was more of (e.g., healers + warriors). Honestly, this is a big turn-off: I have to build, upgrade, and pay for something that the heroes should be doing generally (while also adding a ton of flavour to the game with heroes favouring specific combinations).
Having every guild building provide direct spells feels very...same-y...to me. I like the idea of hero buildings providing something that might be different (e.g., summon warriors back, extortion, ruler spells, etc. in Majesty). The slower pace a bit is nice aside from pretty frequent spawning that seems overtuned.
Thanks a lot for your videos! At least 1 of 10 is hit right in my heart
Ohhhh. Majesty!!! I miss the two.
I would like a game like this where you build an army that you can control, and the heroes are basically your economy.
Just a heads up for everyone, you can actually build multiples of each hero building and each will house heroes. You can also upgrade each hero building, every level will house an additional hero and even unlock new abilities
7:15 I think the whole point of the game is that you're not able to RTS-control units, I'm very much against introducing any of that.
Instead, I think it makes sense to either:
- Improve the overall positioning/coordination of guards.
- Allow the player to define "hot spots" - areas who are often in danger and who guards should patrol with more frequency.
- Provide upgrades that improve the efficiency/awareness of guards.
The part you don't care for is what Majesty did back in the day. I personally enjoy it but more of these kinds of kingdom sims with different ideas would be great.
Berserker Big Ben! He got cojones that clank!
Looks cool. I enjoyed "Majesty" but it's one of those game where when I bring it up in conversation people are like "Never heard of that." This really does seem like it hits that same spot.
Majesty!👍And they resisted a silly early access deal, it's just a classic demo version for now!
Just finished the demo and this game is so much fun. The AI needs to have a code that tells nearby heroes to charge and defend the town whenever its under attack. Far too often I see buildings under attack and heroes just can't be bothered until I place a bounty to defend. Guard towers need to be buffed, even the upgraded towers like the Gunner Tower aren't that great.
I keep thinking is "They are billions without direct control".
"The Leviathan's Fantasy" has been relisted on Steam, as it appears like there was an issue with the publisher.
Is it good?
@@quidnunc01Splat did a video of it a while back, I picked it up shortly afterward and they've been updating it a bit since. I suggest seeing the video and remember that their ENG localization is kind of rough.
Yes, the publisher was buying fake positive reviews and that automatically got it delisted from Steam. Now it's back with a new name: Celestial City Fantasy
@@quidnunc01 I have no idea, I was just curious when Splat said he didn't know why it was delisted
@@Dreadnought33 This whole situation is so odd - they've changed the banner for the game, but it's still called The Leviathan's Fantasy? But not because it's relisted, because the copy I own still directed to a dead store page and it says I don't own the new entry anymore? And somehow Steam is ok with this I guess? Or the new one will get delisted again any day now for ban evasion?
I found The Leviathan's Fantasy on Steam, looks like the old page moved or some other kind of shenanigans but at least it is there.
I used to just play the most hostile map I could create in Majesty with codes to let me build every structure (for some, building one type of structure excluded building another as certain groups are antagonistic to each other) and see who survives. The Paladins were always overpowered, she just would not die xD
Cant wait to buy Majesty remastered - I mean Crown of Greed
a Majesty sucessor is a good thing. here's some feedback for the Devs.
I think this game could use faster attack animations the blows feel in slow motion,
increase the animation speed of the attack, while increasing the downtime between attacks so DPS stays the same.
same for archers you can see their arrows slowly flying , that's a no go. make that projectile fast.
7:20 the tower guards, guard the towers not your town.
Majesty and Majesty 2 are great games. I have played both through + first games expansion. I think I have played 1 or 2 expansions for second game. Then there was too hard map to conquer.
Finally! A successor to Majesty!! I've still got the disc somewhere, but I believe the game was tied to Microsoft somehow and won't work now.
> "Bro don't drag that thing into town"
My first time playing Skyrim, thought I'd level up my defences to ease the game later. Jumped up a bunch of levels, spawned in a Troll. Kited it back to the first town and it wiped out everyone it could.
Loved the Majesty games growing up! Gonna keep an eye on this one for sure. For me that cheap mobile feeling you mentioned comes from the scale of the characters compared to the buildings, makes it look a bit like one of those copy paste empire builder games. I feel like the buildings need to be scaled up a bit.
Neat little game. Definitely dig it over the tight control of every %1 xcom games that have been prominent lately. A game to half pay attention to and let do its thing.
I've never heard of Majesty . I need to check it out.
Don't forget about Driftlands: Magic Revival, that was another fun Majesty style rts
I like the concept of Majesty, but it is "very" important that games like this have a high quality system for issuing quests/directives. And you are spot on. Should be able to issue "direct orders" to the Guard. I hate it when games like these have units that turn into wandering fruit loops that are busy staring at a tree in the south when a raging invasion is at the castle walls in the north. That kinda clown logic really grinds my gears!
Ha, It kinda made me dig it even more. Instead of being in control of every detail, I can just half imagine some 12 year old spawning into skyrim as one of my adventurers in the game.
The original Majesty didn’t allow you to control guards and it worked just fine- how he is placing guard towers is basically ignoring the game’s mechanics.
@ But placing the buildings was fine? To me it makes sense that the Hero's cannot be controlled, but it makes no sense not being able to control your own troops. That is what I call "immersion breaking". This is not a "god game" style like Populous right?
@ I can get your frustration a bit, behind not being able to "control" things, but there are also many games where you get to control every unit. It's nice to have a game where they go off on their own mind.
@ Oh... don't get me wrong. I am definitely not wanting to "control every unit". I wanted Majesty to succeed more than it did. But it really is a problem when a hero looks at an enemy and just wanders off the other way for no reason and then you lose a building.
I have been hoping for a "True Strategy" game where you don't control any units, instead you Strategize placement. The old "Stronghold" game by SSI is a great model for what I would like to see more of. You never control any units there. Instead you set desired population by assignments. They had individual levels and you rolled for their stats DND style. I loved that game. I would sit and watch the auto combat play out for hours and build my empire!
And I don't mean the Stronghold games from Firefly.
I hope you revisit this one after a bit of polish Splat, thanks for what you do
fantasy of leviathan has been relaunched as Celestial City Fantasy. If you have the original game, you can e-mail to get key for new game.
You play so many cool games that it's hard to keep up with them all! Have you ever thought about doing a yearly top 10 or something like that?
Ian McKellen @ 15:05
4:30 lmao the "Advisor" totally looks like Ian Mckellen 😅
Majesty, especially Majesty 2 and Monster Kingdoms expansions vere amazing games. A lot of fun, good humor, simple controls and just overall enjoyable.
The only negative is they aged rather poorly especially on the visual front. So yeah this game knocking on the same door as Majesty got me positively interested!
As a veteran of majesty series i would suggest faster early building of units cause the enemies get stronger over time so if you neglect early game expansion you will be overrun most of the times in such games.
Taaax collectoooor!
"I don't know what the heck Rogues do"
They do strong stealth attacks. They work well when you get them a lot of fancy abilities. They suck early on. Put them in a team at the inn if you can.
So this is like Lords of Waterdeep : The Videogame
not really
Definitely interested in this one, but I think some of those issues will need smoothing out first.
Interesting looking game, wishlisted to keep an eye on it. If they can fix the AI bugs this may be worth the time and money.
Would be cool if special hero’s show up that you can equip if your town gets to a certain level.
This game seems to have the same issue Majesty had. They just throw way too many enemies at you, before you're ready, to the point where it becomes more punishing than fun to play. That's something that definitely needs to be tweaked. This is why I gave up on Majesty, though I loved the concept.
Walls were the main thing I wish majesty had.
Leviathans Fantasy by StarChess seems to still be on Steam, it seems to be renamed to Celestial City Fantasy. Unless there was another game of the same name by a different developer.
6:57 Is such a real life statement :D
Yeah this game needs combination of autonomous units like Majesty and controlled units like regular RTS. Also walls and fortifications. At least they make cemetery free and appear automatically, unlike in Majesty.
This could be nice, wishlisted
7:20 I have absolutely no desire for town guard to be under my control. The entire concept of majesty is that you only control where buildings go. I don't want to control any NPCs.