Nicely done team! This is a super polished game for 48 hours, be proud!
I got to round 9 before I called it quits. The difficulty seemed to ramp up quite a bit, but I got the gist of it. There were two things that made this feel a little awkward for me. 1st is the fire rate - a game about shooting should feel good to shoot, but you make the player invest time and effort into making it feel "less bad" for most of the game. Even after getting the cost close to 50, it still didn't feel good. And 2 (closely tied to that) is that the hit boxes felt off for enemies. There were many times where I thought my shot went right through an enemy instead of hitting it. It was unclear if this was intentional or something. I also noticed that you could sometimes hit a die before it fully spawned. It just seemed inconsistent. Again, i'm not sure if that's a 48 hour programming side-effect, or the result of some design decision that I didn't understand.
Outside of shooting, the controls feel pretty good. Nice and responsive. It took me a little bit to understand what "betting yourself when killing an enemy meant" but once I figured it out I had a good time trying to figure out the best positioning to maximize my income. I liked standing between 4 numbers and just focusing on those 4, not worrying about the other 2. I think that was my favorite part of the game. This gave the twinstick shooter genre a reason to care about positioning BESIDES cover/dodging, which I really liked. Very clever.
Oh, and here's my obligatory art praise - y'all knocked it out of the park on art and graphics. The dice enemies are a little difficult to read sometimes and the colors are a bit too similar, but the overall aesthetic is phenomenal. Well done!
Keep making games y'all. You rock!
edit - came here from syafire's stream. thanks for the recommendation!