Well first of all, thank you so much for playing and for that awesome feedback!!! <3
I completely get what you are saying. The actual gameplay was born between a wish of a part of the team to have 'dynamic' dice rolls (hence, luck) and an other part of the team to have rolls 'predefined' or 'less important' (hence reducing the possible frustration).
From here, the idea to have multiple dice, which each one being able to roll different values, was a good compromise: it was luck, yes, but the player would be able to chose which die to play and when, hence being able to craft a strategy. Sometimes, the perfect strategy would fail, but a perfect strategy would have statistically less chance of failing than a random one. (that's why there are 8 dices in the game, to have multiple ways of strategizing the gameplay)!
However, I get what you are saying, even with this strategic aspect, luck, and therefore, failing are a part of the deal: sometimes, you fail even though you had a good strategy, and you can't do anything about it. Let's say it's a design choice aha we wanted to keep the randomness of the dice game, but also give our players a way to strategize!
...Woosh I was WAY too long ahah
Thank you again for your kind words!