This was pretty fun. The variety of dice and random chance for what shows up offers a nice combo of luck and strategy. I played twice so far. I didn't get very far, only getting to the 4 enemies fight, and losing to the last of them, both times.
While the random dice to choose from is a good mechanic, it would be nice if there was a delay of a few fights before dice you get rid of come back. Each playthrough I had multiple dice I got rid of showing back up soon after.
Going from Credits to Options does not close the Credits, making things hard to read. It looks like several buttons do not close the previously opened ones. I went to the Tutorial before the Gallery, and when opening the Gallery it was still showing the last Tutorial screen. I closed the Gallery and went beck to the Tutorial and back to the Gallery, but it did not happen again. While reviewing the Tutorial as I wrote this review I went back through all the steps. Afterward I decided to check the Gallery again, and the Tutorial screen was there.

After the in-combat per turn tutorial finishes from pressing Next, your character moves immediately, instead of waiting for a dedicated click to advance. Since it did the first time there was an attack taking place, it took a bit to realize I needed to click to advance the first time the tutorial did not pop up. It would be nice if there was a delay on accepting the advance fight input after the tutorial Next button is pressed, so the player can see things as they would normally be and have to click to advance, unless they chose the Auto-Battle option.
After winning the first fight the left-most new die had a bit of its tooltip cut off on the left side. This just cut off half of the first letter, so was not unreadable. The current dice did not have this problem. This happened in each post-combat choosing of replacement dice, and sometimes the one on the far right also had some clipping.
If the mouse moves while holding right click the right click popup goes away. This was most noticeable while scrolling through some dice with long lists of details.
The Swapping UI could use with some instructions. With the battle UI being drag and drop, I expected the same there. When I realized it was click to select, I then expected to select all swaps before pressing to swap them together. When I clicked on the second thing I wanted to swap from my current dice and it changed, I did figure out what to do, but it would be nice to have a bit of info before. I'm used to a swap like this often being one and done, so I was hesitant to swap just one pair, when I had another I also wanted to swap. I like the reducing heal based on the number of swaps done.
In combat tooltips for status effects appear behind the health bars of nearby enemies.
It would be nice if Discards were explained better. I don't recall seeing it in the tooltips, though maybe I just did not scroll enough to see it. I had at least one ability I took with it that never activated, and I'm pretty sure I saw another mention Discarding as well. My best guess is dice that don't get used due to defeating an enemy they were targeting before they were used.
Similarly, it would be nice to have more details on Armor. It seems like Defending adds Armor, but it does not say that it does. When reading about abilities that trigger on Armor, it leaves the question of if that is referring to Defend or not. Then seeing an ability that adds Stacking and refers to other armor as being replaced adds to the question of how Defend works. If defends gives you non-stacking Armor that is replaced each time Defend is used, or if Defend does not count as Armor, that would be good to know.