Follow the signal by cupofmilk7

You've caught an unknown signal. It will lead you to its source. Shape new signals, change their amount and their nature, and break through everything that stands in your way.
You will interact with signals using cards. You have three types of cards:
— Make a new signal
— Change the number of signals
— Change the type of signal

Learn to use their combinations to reach your goal.
Ratings
| Overall | 29th | 4.031⭐ | 51🧑⚖️ |
| Fun | 31th | 3.892⭐ | 53🧑⚖️ |
| Innovation | 100th | 3.571⭐ | 51🧑⚖️ |
| Theme | 113th | 3.888⭐ | 51🧑⚖️ |
| Graphics | 42th | 4.1⭐ | 52🧑⚖️ |
| Audio | 80th | 3.612⭐ | 51🧑⚖️ |
| Humor | 105th | 2.859⭐ | 41🧑⚖️ |
| Mood | 23th | 4.135⭐ | 50🧑⚖️ |
| Given | 36🗳️ | 53🗨️ |
Tiny thing that came to my mind: background behind the letters wanted me to click on them, as they kinda look like when you accidentally highlight text on the page and you have to click on it in order to un-highlight it, but it's probably just massive lack of sleep talking out of me, so, ignore that.
I'm not very good at deckbuilding games, but I really liked this one specifically. Great visual style and lots of potential for improvement!
all in!
[pokerbenton.gif](///raw/d3b/34/z/72076.gif)
Overall good game, I just wish there were more attack variations
The underwater anglers look really cute. Smooth wave animations, simple and tasteful!
I also really liked the sounds of the sea, the lapping waves, and the lighthouse. But the only thing is: the red light sounds (enemy attacks) are like "bzzzz", and very annoying, as they repeat quite often. You could, for example, make this sound quieter compared to the others. Although I understand it's supposed to be unpleasant, personally, it detracts from the atmosphere for me.
I love how progress is visible, as other comments noted and love how you can turn signals into other stuff, duplicate it, etc. The combos feel really nice.
Can't also not mention the art - the game looks and feels cool, absolutely love the low framerate animations.
On the constructive side: I constantly felt that I am lacking attack signals, because of that the game felt longer than it probably should be. It's like playing tank class in RPG: you can't kill anyone, but they also can't kill you. However I acknowledge that game balance is incredibly hard and delicate thing, and given the tight timeline you did great job with what you have here.
And a last thing: I wonder who is the player and what kind of signals they send to attack enemies? I wonder if the player is a ship and sending some kind of radiowaves, or are they another monster and attack with screams so that other enemies run away? I feel if you give this a spin some of the aesthetics might change depending on the narrative, deepening the atmosphere for the game.