A very creative take on the theme, making the player throw the dice to both place as towers and roll for their type at the same time is really clever. The sounds are very juicy and elevate the fun factor, but the art can use work and polish. As for gameplay, right now it's too hard at the very beginning and the shop loses a lot of health, but with each additional die it gets easier and easier exponentially, leaving the player with nothing better to do than just watching the number of waves go up. Adding some additional depth, like making the towers have limited ammo so the player have to reroll them during the waves, making the different enemies impervious to different types of damage so the player have to adjust on the fly, would make it more engaging. Still, it's definitely a unique entry and was fun to play for a little while.
Viewing post in High Roller Tower Defense jam comments
I really appreciate the criticisms and ideas for the game as somebody who played it a lot. I had the same thoughts about how the dice should be forced to change or adjust in future waves and we'll definitely look into that depth in a future update if we go that route. As far as a game jam build, we made a priority of leaning into an easier difficulty and generally allowing the player to make decent progress at the start. Thank you so much for the detailed comment!