Thanks so much for all the feedback! Funny enough, some of the points you raise are things on my todo list already.
The dice rotation was one of the first things I worked on - took a while to figure out how to do it cleanly, but yeah my focus there was to avoid frustration with controlling things.
Glad you like the gumball machine! It was an idea I had during the jam, but was not gonna happen with the time I had so the focus was on level building and bug fixing.
For the stars, I'm still thinking through what the best system would be. I could change it so you need at least 2 stars to advance, or you use accumulated stars to unlock further levels. In it's current state, it doesn't seem right to have that latter system but adding more levels may make it viable. I will say, it is impossible to get 1 star without touching the screen, every die will spawn in an invalid orientation (that's part of the reason there's never more than 5 goal dice).
The last level does in fact have everything - bombs, barrels, and inverted dice! I do want to have a more "ultimate" level that has everything plus normal and inverted dice, but my focus so far has been cleanup over new content.
Endless mode was a recent addition and certainly needs a lot more care. I am currently working on a system to swap between different obstacles for each "roll of the dice", so when you complete a roll of goals it would swap to barrels, or bombs, or a moving barrel. It will start basic. I want to have different difficulties, easy could have only 3 active dice and swap between easier obstacles, medium could have 5 dice, then hard could have 5 dice and swap between every obstacle. Currently there is a max of 5 active dice. I'm torn on stopping the spawner between rolls though - I was originally thinking it should only spawn up to the number of goals, and wait for you to lose or complete the current roll, but I also like the idea that you are constantly having to juggle the full number of dice and need to keep doing it while obstacles swap out. Maybe I'll have the normal difficulties only spawn up to the goal count, and have a "hardest" difficulty that uses the current system.
Endless does have a mistake counter in the top left, but it's not well animated so I see why you missed it (they just turn red in sequence). I'll need to work on making that clearer.
I'm planning to swap out that background for something cleaner and less dingy, might have it swap between a few options depending on the level.
For the models - that dispenser needs a massive update. It's 3 squashed unity cylinders, when I have time I want to find / make a better model for it. I totally agree that it doesn't look great. The cup I want to swap out for something that looks more plastic, like this
Rings was an idea I was thinking through myself - could be an interesting thing to play with, where there is 1 or more rings, maybe they move around as they score them, so you have to juggle a number of dice and only launch the right one through when it's ready.
I like the idea of crumbling dice... I'll definitely explore that and see how it feels in game.
I already have a prototype for a barrel that moves across the bottom of the screen, so glad to hear others think that could work.
Not sure on the bowling pins... I like the idea, but it sounds like it'd be tricky to control with the current player input. Worth experimenting with, so we'll see if anything comes from it.
Also really like the bomb balloon idea - I was thinking of adding in balloons in a different way, where they could float up from the bottom of the screen and obscure your vision or if you swipe them they pop and cause nearby dice to move and rotate. But the idea of a jugglable die you have to manage but never score sound like it could add a nice challenge.