There's some really cool stuff here.
- Getting away from the rigid turn structure is a really interesting choice.
- Making players allocate all dice rather than just successes is something unique that I haven't seen in any other submission. I'm glad you gave more things for dice to do to account for the higher number of things to allocate. Also, giving different effects and requirements based on the rolled number seems like it would open up some very cool decision opportunities for tough decisions.
- I like that you used adjectives for the stats and tags. It really reinforces the changes to the turn structure by specifying how you're doing stuff but not what stuff you're doing
- The hit box idea for removing threats is so clever
- In another submission I reviewed, they put a space on the character sheet for the dice pool and allocations. I feel like that would work really well in this system where you're not necessarily spending all your dice immediately.
- Love the hazards and threats. As I read those the whole system clicked in my mind.