A nearly perfect game with two totally unacceptable flaws.
Once you 'get' the mechanics it takes an act of will to lose before the 26th level, where the Endless mode begins. It takes 26-28 minutes to get to that point. So it takes half an hour to get to the point where you're playing the game past the extended tutorial.
Once you're there, the difficulty increases by providing flat bonuses to all of the opponent's numbers. Encounters don't seem to be designed with this in mind. You'll quickly be facing things like two flies that are doing 5x5x2 (ie 50) damage a round, backed by a Mothman healing 2x7ish damage a round. You only ever have a die pool of five dice to play. Assuming max pips, that's 30 points of whatever on your first round. At this point if you spend less than the majority of your dice on (perfect) attacks, any damage you deal will be healed. If you spend it exclusively on defense, you'll only soak about half of the damage. Even with specialty dice that get stronger over time the acceleration of how bad that early fight curb stomp is makes long term survival impossible. Perfectly optimal plan is still beholden to RNG, which statistically speaking -will- pull a cheap shot. And then it's back to that half hour introduction before you can play the challenging part again.
Put another way - beyond a certain point your only power increases rely on going through multiple turns, enhancing your die's feedback loops. Your opponents get stronger and stronger attacks from the word go, meaning they will eventually preempt any possible build you've put together by just murdering you on turn one or two, before you can do anything productive.
I recommend a pass. Or, if you know what you're doing, emulate an OS instance with a Virtual Machine and use that to spoof a save point at the end of the half hour "can I play the game yet" intro. That's the ideal answer, because there is a wonderfully engaging game here despite the perpetual slog of restarting and RNG mandated permadeaths.