Had to jump some hoops to make it work on Linux, but it was worth it. (if you have access to linux/mac/web exports then you should export it, if you don't, well, can't blame you)
I like the voice lines, one of them stood out, it's the "you can't get past my shield", but the enemy doesn't even have a shield... Not sure if this was intentional or not, but i laughed.
Game feels really juicy, especially at the end, oh god, so good.
You kill an enemy - it explodes with bones littering the room, i don't know how much time you spend on it, but let's just say in a game which is manly about killing hordes of enemies should have a good death animation and you definitely achieved it.
But at the same time i feel like it could be so much more juicy.
Here's some things that might improve your game:
1. You can skip a couple frames when you kill an enemy, if that feels too much you can just do it for boss enemies.
2. You have sound effects, but you need them for each action. You eat the delicious food? You can just record yourself saying "Yummy" and on each pickup randomly change the pitch! If you throw a dagger then there should be a sound of a dagger flying and so on, there's plenty of public domain sound effect out there. Never mind, i had sound turn down too much, i could hear the voice line but not sound effects, but it still applies for some actions.
3. The wall of text at the beginning gives a reason why, but it doesn't utilize "show, not tell" well. You don't necessarily have to draw detailed drawings, you can use very short in-game cutscenes, maybe even pre-recorded if that's possible.
4. Sadly, the idea of rolling the dice to get an ability doesn't really work, because there's not that much meaningful difference between them (5 of them require you to look at the enemy) and you can't manipulate dice rolls in any way, fits the theme, but feels random. Maybe making a dice as an object that you can throw and then for 1-2 seconds manipulate by... rolling it will improve it somewhat.
5. After around 5 minutes i thought the game was over, but no, there's a boss, and if you reach 1000 morsels (I've never seen this word before) eaten you even get the overpowered abilities that are extremely fun to play with, so the complaint here is about the length of the game, make it faster for the jam, the most fun i had was at the end when i barely have health and i was obliterating hordes of enemies and was excited to see what will happen at 1000 morsels.
6. A short tutorial before the game will be quite nice, you explained controls, but you didn't explain that i have to eat morsels to get new dies, yes, there's a text at the top of the screen that says that, but that's not a good way of teaching people how to play the game. Adding pictures with short explanation before the game starts can be a low-effort way of explaining mechanics to the player.
I didn't play that many games, around ~15, but i have to say, this is my favorite so far.