Light of the Beacon by Sergey Kuznetsov
Hordes of undead are advancing on your city. There are almost no soldiers in the city, but you have excellent artillery. Your job is to send signals from the lighthouse to coordinate the strikes.

Tutorial (which, unfortunately, I didn't have time to implement in the game): The last card in the row is your current attack. You can aim it by selecting a target cell, or skip/change it. City attacks have an energy cost (blue square) and a delay before use (orange rectangle).
Made for Ludum Dare 59.
Ratings
| Overall | 88th | 3.688⭐ | 26🧑⚖️ |
| Fun | 76th | 3.646⭐ | 26🧑⚖️ |
| Innovation | 112th | 3.521⭐ | 26🧑⚖️ |
| Theme | 208th | 3.229⭐ | 26🧑⚖️ |
| Graphics | 121th | 3.604⭐ | 26🧑⚖️ |
| Humor | 72th | 3.075⭐ | 22🧑⚖️ |
| Mood | 110th | 3.591⭐ | 24🧑⚖️ |
| Given | 35🗳️ | 17🗨️ |
To be honest, I didn’t fully understand how it worked at first, but once it clicked, it became really engaging.
If I didn’t have to check out other games, I feel like I could’ve spent a few hours playing this one.

The gameplay is super fresh—I haven't played much tower defense game like that before, so it felt really novel. However, the balancing could use a bit of fine-tuning. Some unit behaviors felt a bit erratic and unexplained, and the cards didn't feel distinct enough from one another. Also, the theme connection felt a bit loose to me.
That said, this is an excellent project with tons of potential. With a little more polish, it could be something really special. Awesome job!