It plays a lot like Vampire Survivors. The core interactions are good. Enemy behavior is what you would expect for a game done in three days (basic chasing, no interesting movement patterns, not much enemy differentiation).
I found the upgrade menu confusing. I know you're supposed to roll the dice to determine how many upgrade points you get, and I did that. I got some points, and I think I spent them on upgrades, but it didn't feel like it was clearly communicated to me. Sometimes the dice lands partially between sides instead of cleanly on one side, and that adds to the confusion.
I had to click on the "skip" button to get the upgrade menu to go away, even after I chose one of the upgrades. I didn't know of any other way to dismiss that screen, so I just kept clicking skip. It felt like I wasn't playing the game "correctly."
Just to test the limits of this thing, I walked as far as I could to the right. I walked right off the map. The enemies followed me for a bit, but then they disappeared and it was just me in the void.
Overall it seemed like it needed to be more challenging and less confusing. Enemies need to form big swarms like they do in Vampire Survivors, and they need to encircle you, making it hard to escape. Then you have to balance that with the upgrades.
But more importantly, I would just ask, why create this? How is it all that different from Vampire Survivors, outside of the gimmicky dice throwing upgrade system? Why is it better to put upgrades behind RNG, and why is it better to expose that RNG to the player? Isn't it much simpler to just let people pick their upgrades? What does it add? Why would I want that?
You don't have to take my word for any of this. Make two separate versions of the game, one with the dice gimmick, another without it. Give both versions to ten different play testers. See what they say.
For the record, I think you can take out all of the dice stuff, pare it back, and just work on executing the basics flawlessly, then consider how you can add a twist.