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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.

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The core inspiration was indeed vampire survivors and we decided to go with enough content which we knew we could complete in 3 days, hence no enemy variants. 

The upgrades do work, I think it could have been better displayed with simple UI text displaying "purchased" but oh well. The dice was supposed to be purely random by applying a random force to any side and ignoring all other forces, however it ended up feeling "floaty".

The skip button was in a way to...well...skip the cards infront of you and continue back with the game. Maybe a cross button alongside would have been helpful but we ignore the need for one as it would have given the same function.

The game does get challenging on later waves with faster and stronger. For the encircling point, we did try spawning enemies right infront of you so that you would have to serve and turn to avoid enemies.

Alright so for your main concern, "Why create this?" firstly I think if we ask that question for every single thing we try making, humanity will end up nowhere. Putting the upgrades behind RNG was an interesting choice as it gave the player a much larger control over what upgrades they choose, should they spent the currency this round for an upgrade? Should they save the currency for later levels?  Will the player roll a 1 or a 6 next turn, would they then be able to afford the upgrade they like? Would the upgrade they want even pop up? All these variables amounted to tons of replay ability and having people go for the "lucky" run where they would amass the most points. The current top leaderboard player told me they would pick +enemies spawn cards to achieve the highest possible score.

It comes down to personal preference where some people will choose guaranteed outcomes where logic, reasoning and planning, while others enjoy pure chaotic randomness.
You raised some valid points with OOB and dice issues, however I think you completely missed the mark on why we created this game.

"Personal preference" in large numbers determines whether a game will do well. It's just a lot of people with "personal preference." So if the majority of people prefer the dice gimmick, great, keep it. If they don't, then I guess the game won't become all that popular. Do you want it to do well or cater to a small group of peoples' "personal preference." ?

Other successful games have systems like your dice rolling system, but they usually give you a choice. Voidigo has a powerup option that basically rolls a dice to see if you'll get a very powerful weapon, but I think they have a better design because you don't have to choose to roll for that upgrade. You can just pick the standard upgrades too.

It doesn't really mean anything to "save up" for another upgrade if all upgrades are gated behind RNG. I don't know if I'll get lucky this upgrade cycle or the next. They're the same. You think it's giving players a choice, but it's taking away choice.