The visuals are amazing and the tower design is really clean. Instead of a mess of towers and upgrades just three towers with unique roles and three upgrades that apply to each. Good job!
I also like that the ants have cracks as diegetic health indicator, it makes it more immersive and health bars tend to add a lot of visual clutter.
I discovered that towers had upgrades because of a quest that said it disabled upgrades for two turns, that felt pretty natural. Nice.
The main mechanic definitely snowballs very fast, the only solution I can think of would be to make the quests scale with the player, so their relative risk stays consistent. That sounds pretty much impossible to balance right in a game jam though, so not really a criticism.
Overall amazing job, congrats!