I'm absolutely coming back to this once I've got through some more of the entries, this is so good! Made it to stage 12 so far but I'm convinced I can beat this with the right powerup build and a bit of luck/practice
The powerup system is really, really good, and if you roll well it felt like it was possible to get a build that would cover a good range of possible number combinations. I found myself gravitating towards powerups that would let me get an OK modifier but maximise my ability to generate rerolls - options like the square number powerup where I could preface the number with a 0, or the "first two numbers of the target" so I could use up a random number at the end. Don't know if that was an optimal strategy, looking forward to trying more!
Not sure if this was a bug or intended behaviour, but when I had a number that would satisfy multiple powerup conditions it didn't seem to apply both? In the screenshot below I've got a number that matches the first two digits and is square (not game breaking for me by any stretch - I really enjoyed this - just wanted to check though)