Beacon by MostLikely
You are the commander of a platoon lost at war. Signal your troops to fight for you, and light the beacon at the end of the path to call for aid.
Use your deck to command your troops. You control 3 troop columns, each with their own abilities and HP.
Green cards command archers (can attack over troops). Red cards command infantry (can attack if they have line of sight). Blue cards command defenders (can defend themselves and those behind them).
Hover over columns for information.
HP persists between rooms, and if all troops die, you lose. Positioning matters, so build your deck carefully. Clear battles to earn card rewards.

Made by 2 people. Sound effects from ArtList.io.
| Link | https://most-likely.itch.io/beacon |
| Original URL | https://ldjam.com/events/ludum-dare/59/beacon-1 |
Ratings
| Overall | 596th | 3.333⭐ | 38🧑⚖️ |
| Fun | 335th | 3.5⭐ | 38🧑⚖️ |
| Innovation | 681th | 2.917⭐ | 38🧑⚖️ |
| Theme | 800th | 2.458⭐ | 38🧑⚖️ |
| Graphics | 574th | 3.431⭐ | 38🧑⚖️ |
| Audio | 548th | 2.571⭐ | 37🧑⚖️ |
| Humor | 638th | 2.016⭐ | 34🧑⚖️ |
| Mood | 731th | 2.986⭐ | 37🧑⚖️ |
| Given | 23🗳️ | 49🗨️ |
What was wrong with the resolution?
I managed to get my infantry _behind_ the trapper, which was a bit of a surprise!
I think you should be able to bring defenders or infrantry back once they are gone. Maybe as an option instead of a new card?
The boss battles were fun. The progression bar or level overview is a nice touch. I like that you get upgrades a long the way and that you can skip them like in Slay the Spire.
I can see more content for this game (more troop types or starting armies from different kingdoms, more enemies and maps), but for a JAM-game there was a lot of content. Great job. :)
You totally should keep up with this game to steam.
Probably useful notes for you:
1. It was very satisfactory to spam my little combo - shield with defenders, than swap swordsmen forward and do damage wwhile being shielded
2. Swordsmen (infantry) feel bit OP compared to archers?
3. Trapper could be named giant trapper? Because he is kinda big and strong for regular wood fella :D
4. Game could use "advance forward" mechanic from time to time
5. Tooltip for enemy intention would be nice
6. You probably should be able to revive troops even if group is all downed?
P.S Kind of step difficulty spike when you reach winter region :) Couldn't make it pass further like some other reviewers

Anyways, I enjoyed it!
If you need any ideas some "intel" cards would be nifty to get an idea of what the computer player's cards are
Felt frustrating that I couldn't revive troops when they were all gone, while holding a revive card in my hand. Maybe have an exhaust feature, where if all troops are dead, using the revive removes that card from your deck the rest of the round. That way, you get to bring back your troops, but at a cost. Would make more sense to build a deck around that strategy as well, otherwise it felt like I really only need one 'healing' card per unit.
I really dig the tactical line mechanic, and think there are ways to expand on that and make it more relevant. I think visual feedback for which cards affect which lines would be useful to the player.
Solid foundation for a bigger project if you decide to expand on it, which I think you should! Good job!
Playing a second time I did much worse by straying from high-defense cards, because losing health snowballs into having less damage to survive further. Some other thoughts about the game I had are:
- Would be nice if you no longer drew cards for fully missing groups.
- Surprised the _... Hold ..._ card still works without defenders.
- Could make giving up Defenders early more interesting if the Defend cards were removed from your deck of cards. Maybe removing Defenders would make the game too hard though if I cannot block.
- Swapping columns 1 and 4 does not do anything when the 4th column is empty. I would expect it to not be able to be played, kind of like when the cards that move a defender forward cannot be played when an enemy is in the way.
- Fun to strategize with.
- Not sure what the best deck would be, maybe taking the Close Shot and lots of defense, since blocking is difficult and often needed consistently.
Great job overall. I look forward to seeing what games you make in the future.