![clan lord online gameplay clan lord online gameplay](https://images.sftcdn.net/images/t_app-cover-l,f_auto/p/f01913d6-9b5b-11e6-8c29-00163ec9f5fa/2324370423/clan-lord-screenshot.jpg)
Which is more the fault of an ugly (and I assume placeholder) user interface.
![clan lord online gameplay clan lord online gameplay](https://i.pinimg.com/originals/b5/b4/2d/b5b42de8234fb860d24b9b6eb699d55e.jpg)
That sense of low-burning confusion is something that affects the whole game. There are tiers of items (straw door, eel trap, hay wall) but they don't all unlock at once, meaning there are unexplained reasons why I unlocked the technology of a stone hoe before, say, the "poop hole". But the exact rules and reasons for certain technology unlocking are unclear (or at least I couldn't figure it out). There's a big research tree you can view by clicking on a panel labelled "ideas". It quickly becomes a game of unlocking the next bit of equipment. An entire family has just shit themselves.īut personalities, quirks and ability feel less significant here.
![clan lord online gameplay clan lord online gameplay](https://i.ytimg.com/vi/cEIsdpNnDA0/maxresdefault.jpg)
I can't knock the game for its effort at simulation.
#Clan lord online gameplay code
Partly this is thanks to judicious clicking and perpetual editing of pawn behaviour (Tasks! Priorities! The overwork button!) and partly it works thanks to the unknowable bedlam of code that lurks underneath it all. The best thing about these kinds of games is that you form little tales, a toy drama playing out half in the game and half in your own head. If godliness is next to cleanliness, the Macdonald Clan are Satan's toilet brush.įrom this first small disaster in Clanfolk, you can already see the strengths of applying top-down hardship sim design such as that in Rimworld to the Scottish wilds. They've been drinking the same water, and two of them messed up their own beds (sleep zones) shortly afterwards. Probably a result of the diarrhoea he contracted from the dirty water he's been drinking. Some of them shivered the entire night, most of them grumbled about being hungry, and everyone had their rest disturbed when the group patriarch, Jonathan, soiled himself in his sleep. When babby Jonat finally got grabbed and put in his cot (a square on the ground marked "sleep zone") it was time for all seven of my clansfolk to sleep. It is a drier, slower and more bucolic take on the exact same game. Considering RimWorld cribbed plenty of its own notes from Dwarf Fortress and Prison Architect, it might feel incongruous to criticise Clanfolk for clinging too tightly to the hem of its inspiration. The first thing you'll be screaming at me, as if I have not noticed, is how recognisably Rimworldy it looks. This here is Clanfolk, a settlement sim about a family of Scottish tamagotchis. Jonat is wandering around in the pitch black while everyone sleeps, even though he is: a) afraid of the dark, and b) a baby. A people management sim set in yonder Scottish highlands that is, unfortunately, a drier, slower and more bucolic take on its influences.