This is an interesting mix game honestly, kind of a strategy/tower defense which I am always a fan of, moving your units around while also defending through waves of enemies based off your towers strength and layout.
Though I will say the game is a little slow in letting you set that layout, which sort of makes sense if you were planning to use it for a bit of a "limiter", ex. switching from or 1s to 6s to avoid using the crazy power. Which makes sense. The problem in my opinion though is that it's really slow. To the point that it makes it a pain to switch honestly, especially combo'd with the slowdown somewhat. The amount of 4s (the tanks) that died during a selection was a little crazy in my opinion.
SO maybe speeding that up slightly to tweak it could be interesting. I'm not sure if removing it entirely would be the best just because it does add a bit of strategy to what you're doing, though the fact that it's quick time essentially I'm not the biggest fan off. Since it means whenever it rolls over the number you want you basically have to drop the tower to get the number you want. Wherever that might be.
Otherwise though a few other tidbits I'd say is that it is a little vague trying to keep track of all the towers, especially selection wise when you cram them all into the middle area. Which is a little weird, it sort of makes sense as a way to limit XP, except there doesn't seem to be a cap on how close together towers can be so that doesn't really last as a limit. Personally it seems like the balance of "XP vs attack" is a better way to handle it to make it a little less forced in your placement.
Also I will say the tower abilities are a little iffy, for example 4 is obviously sorta powerful. Though I never really got to use 5 since it doesn't contribute, and it doesn't gain XP. It sort of comes more down to a mix of dmg vs xp in my experience. Though having it be faster to change towers could possibly help remedy that situation, it's hard to tell.
As well throughout there's a bit of vagueness on the stats and such of towers, Specifically figuring out what level a tower is, there were quite a few times In grabbed a tower, thought it was one that had a specific level and then proceeded to try and place itg on that level, only to have it place on the level beforehand. Which led to a lot of 2s in place of 3s or 3s in place of 4s etc. I feel like some sort of level indicator above the die could help? Also maybe more strict placement would help with the the selection issues. Though that's a relatively big change so I'm not sure what other issues that mighy cause.
Overall though a really interesting way to setup, wat least what I would call a TD/strategy game. Cause that's what it ended up feeling like (but that's just me). I'd be interested to see what changes come post jam. Also one final little note, I feel like maybe making it so there are more defined entrances for enemies could be interesting. That way you could fortify entrances, or, maybe block areas to create entrances. Then a big enemy would be a lot more balanced and also be able to have a lot more variety. Since you have a better indication of where they're coming from to allow you to plan, and then get destroyed by something crazy.