(Please note that this review is based on personal experience while playing this game)
Without beating around the bush, this game has me conflicted on whether or not I enjoyed playing it. From the difficulty spike, to the RNG involved in some situations, to bosses not really being balanced in coordination with each other, there's much that can leave you polarized on this experience.
The game has a simple premise: collect dice that can attack, add defense, heal, buff other dice, copy another dice, and two secret dice (explained later). Using these, you must climb a tower while defeating enemies and deciding on what you do during special events that can have a massive impact on what they do to your run. In fights, your dice each have six sides that can yield a number based on how powered up it is, which introduces RNG to whether or not you can attack, defend, and heal while also affecting what the value of each; while this amount of RNG isn't inherently an issue depending on the deck of dice you're running or if you've been leveling up/collecting high level dice, but it becomes glaringly obvious that you'll lose more runs to this than because of preparation.
In terms of glitches and bugs, I couldn't find any after 7+ hours of doing runs to finally beat one, but I'd like to create a quick starter tip/help section for anyone having issues with the game:
1. Complete as many floors as you can; some events will allow you to skip them, but it's better to progress naturally as finishing fights gives you health/dice upgrades, allows you to discard unwanted dice, and can give you new dice (some come fully upgraded)
2. Less is more: the more dice you have in your deck, the more likely you'll have lower level dice or not pull the dice that you want (you can only have 5 dice in your hand at one time). While you can play the cards and hope RNG gives you the dice you need when you need them, some enemies can heal/give shield which can lead to softlocks because neither side can deal enough damage
3. Prioritize targets: there are some targets that can heal, give shield to others, or mimic your dice. Without giving out all the details, you should remove targets that counter your dice or that can present more of an issue
4. Experiment with the special events in your first few runs and memorize what they do/say. You'll run into the same events that have different wording, so make sure to read them thoroughly and memorize the benefits/detriments that they can present
*SPOILERS*
*Spoilers for floor 20*
5. The fight on this floor can be extremely annoying for anyone that doesn't experiment, and with it being on the 20th floor, losing here will almost assuredly cause people to give up the game. I'll spell out the trick to winning here: the honey blocks, when placed to where the honey that they spawn land on a spot that's "reserved for the boss" give a x2 bonus (up to x4 if two are stacked); because of the boss's high damage, you must use the extra buff in order to gain shield to be able to survive her damage (I've experienced hits of 30 damage on playthroughs)
*Spoilers for floors above 20*
6. Okay, from here on out, you're either going to have to rely heavily on RNG or have a small deck that is comprised of hitting hard and fast; floors 21 to 24 has only enhanced variants of the enemies that you encountered on lower floors that all hit harder, heal more, and shield more. If you have a healing/shield deck, unless you get the right enemies that you can defeat easily, you'll run into softlocks really quickly
*END OF SPOILERS*
The major gripes I have with this game are it's heavy RNG elements, the lack of information for the first boss fight (noted on number 5), the lack of deck depth that's viable during late game due to difficulty spike, and the underwhelming fight against the final boss. With this in mind, the game was fun to figure out, but becomes extremely tedious and borderline boring when you find out that you have to complete two runs of the game in order to get the true ending. Keep in mind, nothing changes after completing the game the first time except for one interaction at the end. With these gripes in mind, this game was fun to replay a few times as I figured out different strats that worked; once you figure out how the first boss works, you'll likely never die to it again. It's sad that it ends up feeling more of a slog with hoping you are able to build a deck fast enough that can help you survive and dying to inevitable RNG.
All in all, this is a nice turn based, deck building, roguelike that is definitely fun until it just becomes tedious. Although it feels like there's a lack of depth once you figure out what works and what doesn't, the journey is still worth giving this game some runs. Good luck, and remember that you will die in the dungeon.
My playthrough: