The whole emotion dice mechanic originated from the game originally being a sort of visual novel/point and click game where your emotion determined what responses the player could pick in a given conversation. Unfortunately that didn't work out in development, but I wanted to keep that concept in the game. So when I remade the game to what it is now, I simplified it the dice to give small powerups. Another thing lost was the actual expressions of the main character (the deer) changing based on their emotion, and their heart socket thingie on their sweater actually changing color like the big heart does in the center now. I couldn't really translate that into the actual animations of the character, which definitely made the game lose a bit of personality and further removed the impact of the dice. So yeah, I agree. I wish I could've made the die and emotions more impactful, but I had to spend most of my time remaking the game in the later half of the jam. It's a pretty big fault of the game that you could basically just replace the die with a ball, and remove the emotion mechanic entirely while still basically having having the same game. Anyways, thank you for coming to my ted talk and thank you for the valid criticism. Same to all the people who mention the lack of tutorial, having to learn through trial and error, and the dice getting stuck in the corners (I actually made the wall colliders at the edges slightly slanted so the dice would better bounce off of them but obviously that wasn't a full proof solution).