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(+1)

On top of the UI stuff that other people have mentioned, I think the "attempts" should be listed underneath the bank. At first glance, it looks like the attempts is the number of rolls you get.

I really liked the concept! Losing your tally is one thing, but the fact that a 1 causes you to lose an attempt is REALLY punishing. It also means that if you have one attempt left, you might as well just keep rolling, because you have nothing left to lose, which takes away a bit of the strategic element.

Why are there three cards in the shop? You have no way of knowing any information about the card before you select it, so there might as well just be one card (and I'm certainly not gonna spend gold to re-roll when I already don't have gold for most of the cards lol). It could be interesting if you could reveal all three cards, but the order that you revealed them changed their effects in some way (since that's how tarot readings work).

The artstyle is really cool, and I love the card effects!

Thanks for playing and the detailed feedback!
The ones being punishing I suppose is by design for a barebones dice game - this mightttt be tweaked when I work on the game more. And with the blindly choosing from three shop mechanic, I wanted to go less for the 'pick from three' and more the 'take it or leave it' style of roguelike upgrade. I did consider the tarot reading thing though! Something like getting a discount for the first card, rarity buff for the second etc., but time limits squashed that idea before it took off - something for me to consider though for sure :)