Thank you and great observation on the RNG - a bad roll can basically make the progression super easy or wreck a good run. I need to think about a feature that leverages the power of the "increase value of die [x]" better - currently, it's not really useful to try and buff up a one, so getting a bad roll is just...a bad roll. Definitely will think about how to create more synergy and strategy to the game instead of "select big multipliers and sixes, win game". Thanks again for the thoughts!