Really well made and polished. The art, sound, and animation are very well made and really contribute to churning through your items. The UI is fun, non-obtrusive, and very informative which is ideal for a game like this. The core gameplay loop is very good and the concept is solid with a lot of room for expansion post jam. Also making the player remove a portion of their kit part way through is an interesting concept that I like. Since it's already pretty well polished I'll mention a bit more of the nitty gritty on what I thought from the two runs I played.
The difficulty scaling could be bumped up quite a bit, definitely seemed like there were whole rounds where I was just clicking through to the end. You seem to be able to make a pretty strong build pretty early on so having some higher numbers required near the end of the round would be nice. Both of my runs ended with me, having to leave to do something else rather than actually ending the challenge. In a somewhat contradictory point, the number you need for the start of the round could stand to be a bit lower. There were times where I was barely making the cutoff after losing my board between rounds. While I think that's important decision making towards what you carry over, it did feel a little bad to think that I didn't have a chance to grow configure my strategy afterwards. Maybe even displaying the next required Target at the end of the previous round would help with that.
The buffs seem to lend themselves to only specific strategies. It really seems like if you're going for one kind of strategy you've locked yourself into just playing that one for the whole run. Some weapons offer a decent (e.g. the Katana) but I found I never really felt the need or temptation to switch up my strategy for something that looked good in the shop or include anything that wasn't directly part of the tools that I had buffed. It kind of made the shop phase between rounds feel a little lackluster. Maybe offering randomized buffs based on the area you're in that could target different weapon groups so that when you're back to a base set of weapons you feel more inclined to pick something else up in the shop.
Some items could also use a visual feedback, such as the Dice. Would be nice to know what their multiplier is after they roll versus having to scan the damage numbers on the weapon attack. Particularly if you have multiple dice affecting one weapon. As well in the space between rounds the visual design is a bit more cluttered so it's a little more difficult to figure out which of your weapons are which to choose what to take to the next round.
Outside of that, I was playing on the Web Version and there was some performance hitching at the start but it resolved itself in the second area. I imagine that wouldn't be an issue with the Desktop version. As well I encountered one bug where the Start Next round wasn't working, it happened after I had swapped some weapons around. I was able to get it working again by pausing, clicking out of the window, and clicking back in.
Besides that an incredibly well made game with a lot of inherent strategy and replayability. I'm excited to see where y'all take this!