I kept this to roughly five to ten minutes so I could cover more jam entries and get useful feedback to more developers. Even within that window, the hook, chaotic physics, roguelike structure, and ridiculous dice energy were immediately readable. Also, your itch page genuinely inspired me to spend half of last night rebuilding my own after realizing how much could be done with HTML and the available CSS classes, so thank you for that little productivity disaster.
The branding, game UI, character art, and enemy portraits are fantastic, and physically throwing my own dice makes the game feel much more interactive than simply pressing a roll button. My main criticism is readability. The primary font has personality, but I would introduce a cleaner secondary font for technical information, stats, and longer descriptions. The dotted backgrounds also compete with the text in places, and elements like the blue starting-loadout text against a blue background need much stronger contrast. One focused accessibility pass would elevate an already excellent presentation.
The characters solve one of my biggest problems with many roguelikes: I can immediately recognize them, understand their roles, and actually care about who I am choosing. They are funny, visually distinct, and extremely well designed, but the art is strong enough that I now want more personality attached to it. Even small character-select lines, comic-style dialogue bubbles, or reactions from someone like Sir Rollington would help extend those designs into the narrative and make the roster feel genuinely alive.
There is clearly a huge amount of attention to detail here, and honestly, you have a strong vision that already works. Keep going, let me know when the Steam release is ready, because I will absolutely be there.
If you have two minutes, roll over to BEAT BAES and call my bad odds too. Dev-to-dev, I would appreciate it.
