Thanks for the reply! On the topic of stakes, that's definitely fair, though I feel like there has to be some way around making the early game overly grindy - perhaps having a more variable early game, or simply allowing the player to carry something between playthroughs to make future playthroughs go somewhat faster. This may just be me preferring a proper game over to an unsalvageable run, though. I just feel like, for a game like this, not having the threat of losing something irreplaceable significantly takes away from the tension.
As for the tutorial, yeah, absolutely fair that the jam's time limit would make things rough. For the record, I think that the tutorial mostly does the job really well and achieves what you were looking for, and I did in fact pick up on mechanics beyond that over time! It's just that, because I wasn't entirely sure which informational box was referring to which part of the UI, I was confused for some time.
Your explanation about the dice makes plenty of sense - especially in terms of wanting to keep the tension in the roll and wanting to mimic analog games, I think that makes a lot of sense, and I think the game definitely succeeds on those points! That said, regarding the variable dice faces I don't personally think that needing to hover over the dice is necessarily a bad thing? You could even have a permanent display somewhere if you wanted. I would totally understand thinking the exact opposite, though, especially since it's not a mechanic immediately explained to the player. I really like the idea of spaces with unique effects beyond those caused by the die placed on them, that definitely sounds intriguing.