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- Love the little opening sound bite and the title in general!

- The aesthetics in general are LOVELY, simple yet clean.

- All the audio is crisp and satisfying,keeps things interesting and engaging without becoming overwhelming.

- It took me a while to figure out what each die type does, or that I don't need to match the combos to get the effects of the dice, but I got the hang of it eventually.

- The game over screen is really smooth, I like how it's put together.

- From a gameplay perspective, I love the concept of the different dice types, but having them explained earlier would be nice - the crab destroying one of the dice sets each round is also frustrating but engaging, really adds an element of tension that wouldn't be there otherwise.

- I feel like the damage ramp-up from the crab might be a bit too high? Maybe I was just getting horribly unlucky, but I could never do nearly enough damage to make meaningful progress against the crab before I reached the point of certain death.

- The turns feel like they take just a bit too long, especially since sometimes you can just find yourself having already lost and just waiting for the game to finish killing you. Perhaps rolling all dice in a "bucket" at once instead of rolling each dice type separately could help? 

-The game balance could use some work, I think - because the crab has so much HP and the damage scales so aggressively, you really can't do much before things spiral out of your control and one bad roll (a 1/3 chance) can just ruin everything (if you're not just screwed to begin with). I think having money gains scale a little quicker would help, so the player is actually able to afford enough dice to keep up if they don't get unlucky, but maybe I just wasn't purchasing the right things. Ensuring the player always gets 4 dice per round and slowly improving the types of dice they get might help the situation where the player just feels doomed, but maybe that would make it too easy for your tastes.

- That being said, it was also really addictive!The core gameplay loop is super satisfying, and the smooth movements and strong sound design really help keep the player invested. The gambling is well-done and clever mechanically, and while there were times where it felt like what I rolled didn't matter, for the most part each round felt tense. Being able to save dice was also nice to have and added a lot of strategic depth, but given how fast the damage increases, I always felt like I had to play at least most of my dice.

- Being able to purchase guaranteed defense is nice, it really makes the early rounds a lot more bearable and helps make things less impossible at times - though of course at some point you can hit a situation where you can't survive no matter how well you roll. (Perhaps a "surrender" option could be worthwhile?)

On the whole, the game is really well put together! I do think the balance is a bit wonky, but maybe that was intentional - the crab surely doesn't want to give up the biscuit. The visuals and core concept are strong, and with a bit more polish I could see this being a ridiculously good game. I had a lot of fun and I'll probably return to play more another time!

Wow! Thank you so much for the encouragement and the detailed feedback! It's incredibly valuable. I agree that pacing and balancing are two areas that needed work if we had more time.  A surrender/restart button would probably be a reasonable first addition! :) 

I could go through and respond paragraph by paragraph but honestly it's all just good insightful feedback that I'll absorb and learn from so please just know that we appreciate it.

I will say as an interesting design note that we were kind of caught between wanting to give the player a chance to scale up and become more powerful, but also not wanting to give them too many dice, because they have to click & drag each one every round. Implementing a different control scheme might have helped, or maybe pushing the player to only use bigger dice?

Thanks again for your great comment.

Great point about the number of dice, actually! I was never super overwhelmed, but I suppose that just meant you did a good job limiting the number I had to use. Perhaps you could let the player combine their smaller dice into larger dice somehow? Or you could try a click-and-drag box or Ctrl+Click/Shift+Click to select multiple dice at once, so you can drag several dice at the same time? I think there are definitely some options if overwhelming the player is the main concern. Perhaps you can even let the player sell dice, though I'm not sure why you'd ever want to.