This is very well made. One thing I will say, having made a similar game myself, is I don't think you need the restrictive ammo count. The way I see it, it's the weapons forcing you to roll, not the rolling forcing you to switch weapon. The weapons are also mostly on par with eachother, so I don't feel like the dice rolling is majorly affecting how I play outside of needing to stop attacking for a second. Some more enemy variety would've also been nice.
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I'm glad you liked it!
Also I've heard a lot of people say that they had a favorite weapon, and I wanted to prevent people repeatedly rolling to get to it, and having low ammo helps remove the incentive to do that. I will say I definitely made it a bit extreme, but the alternative of focusing more on the dodge doesn't really work either when you aren't consistently in danger that you'd need to roll out of with the way the enemies work, especially in the earlier waves. I originally wanted to add turrets mounted to the edges of the play area that would let out a wall of bullets that you would 100% have to dodge to fix this, but I had to scrap it for time.
If I could do this again from the start without time constraints I would absolutely do it that way though.