Cute and simple concept. I like how this turns “waiting” on its head. Part of what annoys me most in traditional roguelike combat is that there’s this gameyness about who gets the first hit in, and it’s either always the player (if the enemy is melee; you just wait and they come in range then you hit) or the enemy (if the enemy is ranged). I really like how “wait” comes with this risk of what side you’ll roll. Thematic and cool.
Maybe it’s my brain, but I had a hard time predicting/thinking through “oh I want a high pip number (or special pip like ranged), I should make this move then that move and I’ll get what I want and the enemy will be in position.” Maybe there is UI refinement that would make this easier to hold in my head.
The upgrades didn’t always makes sense to me, and some seemed great (ranged, especially) and others I didn’t really get how I’d use.