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The interface is intuitive and even if you don't quite understand what is happening there's a question mark that explains everything you need to know, good job.

Most games fall into the pit fall of making dices completely random, so they don't matter, even worse, if dices don't have anything special to them and all do the same thing.

Your game, however, doesn't fall into said pitfalls. You can choose different dices that you want to roll and each dice has special sides that are unique to each die. One of the best uses of the theme I've seen so far.

However, all that being said there's no reason to change dices from battle to battle. When you get the optimal dice combination (i use 3 stone rollers/2 boom boxes/1 ice dice) there's no reason to change it. Adding different enemies that have resistance to different elements and show the composition of enemies in the next battle so you could decide which dices to show might make the game more enjoyable. You might not had time to implement it, so that's more of suggestion if you want to continue developing the game.

Game has no ending, which is a shame, but not a big deal.

I would recommend using Godot 3.5 instead of 4.0 so that you could export to web (if you had to use 4.0 for some reason ignore this) Oh, i think you're using Godot 3.3, then you definitely should export it to web next time.

Also, please, export it to Linux/Mac. Godot has a good Linux support, so there's no reason not to provide it (I'm saying this as a Godot Linux user). As for Mac i don't know, but it won't hurt to at least provide it.

Overall i think your game is polished, intuitive and fun to play, you did a stellar job.

Wow, thanks for the detailed feedback!
More enemy and die types were definitely in the initial design, although the point about showing the upcoming waves is a fantastic idea that we hadn't thought of. Did you adjust the order of your dice at any point or did that feel inconsequential? 

Also, I'm confused about what you mean by exporting to web - could you not play it in browser?
Not exporting it to Linux/Mac was definitely just laziness/sleepiness on my part, especially with how easy it is to do in godot so no excuses there! Even uploading a windows build was a last second afterthought since I figured the browser version would be sufficient for the jam but then suddenly remembered that certain builds were having WebGL errors.

Thanks again for such a detailed response.

I didn't adjust the order of my dice because it wouldn't matter.

Oh... I'm so dumb, yea, i could play it in browser, my bad. Exporting to Linux/Mac isn't 100% necessary when you have a web version, but you could.