Farwatch by Liquid
:fire: Farwatch
Farwatch is a small RTS prototype where you lead a force beyond the frontier to investigate.

:candle: Gameplay
Guide your units through hostile lands and do not stray from the light.
Farm resources and build an army.
Reclaim abandoned outposts, build up your forces, and hold your ground against what emerges from the dark.

:crossed_swords: Units & Threats
:shield: Swordsmen hold the line
:bowandarrow: Bowmen strike from range
:candle: Light Wardens keeps your army under command
:pick: Workers build and harvest resources
:wolf: Wolves stalk the edges.
:grey_question: Something worse follows the signal.

:control_knobs: Controls
Standard RTS mouse controls with a grid-based hotkey layout:
- QWER / ASDF Command units, build, or research using a grid system
- Ctrl + Key Assign units or buildings to control groups
- Shift + Ctrl + Key Add to existing control groups
:notebook: Notes
The web-based version might be laggy compared to the Windows version.
The biggest things missing right now due to time are music and sound, along with proper pathfinding and a minimap.
:bookmark: Changelog
21.4:
Fixed several worker resource bugs
Fixed a few HUD issues
Realized that the second map in the main menu was not enabled23.4:
Fixed more HUD bugs Fixed a bug where multiple buildings were constructed instead of one Fixed a bug where the resource collection cooldown was resetting rapidly
:gear: Tools & Software
:wrench: Engine: Godot
:art: Graphics: Aseprite
| Link | https://liqqquid.itch.io/farwatch |
| Link | https://liqqquid.itch.io/farwatch |
| Original URL | https://ldjam.com/events/ludum-dare/59/farwatch |
Ratings
| Overall | 81th | 3.725⭐ | 22🧑⚖️ |
| Fun | 128th | 3.4⭐ | 22🧑⚖️ |
| Innovation | 236th | 2.925⭐ | 22🧑⚖️ |
| Theme | 260th | 2.675⭐ | 22🧑⚖️ |
| Graphics | 15th | 4.325⭐ | 22🧑⚖️ |
| Humor | 148th | 2.472⭐ | 20🧑⚖️ |
| Mood | 115th | 3.575⭐ | 22🧑⚖️ |
| Given | 27🗳️ | 7🗨️ |
Just opened Warcraft 2 OST on second tab and it was perfect.
The path finding hack though :))
Upon reaching the workers, I started making my village immediately:

It looks so cute! I was hoping my soldiers could come in and rest and heal but they didn't care :')
Then the night fell, I couldn't see anything for a while, and in morning I was back at the very starting spot again but with way less forces ^^' Then very soon as I found an already established village and clicked on a tower with fire in it (forgot to screenshot ><) the night suddenly fell again, and it felt like it would never end :')
During that I figured out I can scroll the screen by moving my mouse down without clicking anything :o
The day came again and I thought I wonder what those villages are even for? So I left that village also and kept going, somehow only 2 soldiers left, towards somewhere. I went further south and met a dead end.
I am sorry, I think it's just not my genre... I am still feeling confused xD
But it looks like you've done a lot in 2 days, and the graphics are really pretty!!
Thanks everyone for playing and for the feedback!
Did you have a template project in advance to help you build this game?
I do miss sounds but it's really hard to do all the gameplay, art and sound design in this short amount of time, and since you polished the rest, it's more than OK!
Good job!
@deformhead I had a small LD template set up, but nothing with actual gameplay. I went in with the idea of using tiny sprites to save time (especially animations took only minutes), spent a few hours on art, then focused the rest of the weekend on mechanics. I'd built similar systems before (unit movement, fog of war), so that helped speed things up a lot.
And yeah, audio had to take the hit this time. I ended up putting in 34+ hours, so next jam I'll aim for something a bit smaller (and healthier).
The graphics are very very cosy - so much so that even with a lack of sound and music the game feels really good to play. There are some pathfinding and resource hogging / vil bumping issues, but nothing a seasoned age of empires player would be unfamiliar with - and it increases the skill ceiling too :)
Got surprised that the buildings even had gather points implemented (though they didn't seem to start resource gathering for villagers right away).
Really well done!