The intro level was a great little tutorial on the basic premise (though I'm not docking points for this, I do want to note that the singular form of dice is die and the plural is dice; "dices" is incorrect. One die, many dice), but the very next screen we're basically tasked with getting past a bouncer without any information of what the other faces of the dice do, only that two pips equals super jump. Little trial and error, hitting G to quick reload the map until you figure it out, okay. Little janky since it wasn't taught, and there's so far always been chewing gum available to forcefully choose the result, but not that big a deal since it's such a short screen. However, very next screen has some serious geometry issues due to being made so tightly packed, and if you fall down to the bottom area, you get stuck and cannot climb back up, forcing you to hit G to reset the level needlessly. There's also a space to the right that looks like you should be able to walk into it that has a solid wall there instead. With no other challenge here other than the simple platforming to get to the door(not even a die to roll), it feels like a hastily thrown-together transitional room just to pad out the playtime needlessly. The next map is where I actually closed the game in annoyance, because there is a piece of chewing gum above where you start, and platforms that look like you can easily jump along; great visual cue to explore a bit with roots in games going back to the NES era; unfortunately, the issue from the previous area shows up again, with several of the platforms having very bad hitboxes, and the nub sticking out of the wall on the left not actually working; it's a solid wall above where it shows it should be air. After attempting the jump a dozen times with varying distances, just to see if maybe it was the block above the platform beside it that was interfering, I just had enough of the annoyance and stopped playing.
Overall, the theming with the casino design in the backgrounds was great, but the gameplay needs a lot of tuning to get to a state that I'd call good; the jump was very stiff yet floaty at the same time, which felt quite awkward, and though it could easily be gotten used to with a little practice, never lost that feeling of awkward stiffness. The actual level designs beside the background casino theming elements also felt lacklist, being just rounded red brick-like shapes that had weird physics at their edges (I assume the rounded edges had semi-accurate hitboxes and so you'd slide down if too far off the edge?). Music choice was real good, though, so it bumps it up a little bit for me.