Thanks a lot! We're already experimenting and trying to see where can we take this concept further. We have in fact experimented a little bit with ways for the reroll meter to recharge and have already considered both options you mentioned (we're currently tweaking things and trying ideas out). It is indeed true that if you run out of any rerolls the combat starts to fall flat, so we are in fact working on getting something that both makes the player feel like they have control while still maintaining the challenge and the uniqueness of the game's primary mechanic. And I am glad to say we made great progress on that. Hopefully in the future we will be able to release a post-jam version with all the ideas that didn't make the cut to the jam, and everything that did tweaked and polished even more!