Tasty. Nuff said.
lol, but no, really, great job. I liked almost everything about this. I could see some areas that could use more polish, but I believe you likely already know those exist and would have knocked them out with more time. My favorite part was probably the combat system. You added enough depth there that the choices felt interesting and impactful for the player. I always love the random characters and perma-death gimmick, too; I get so upset when whatever version of Rose I have dies for the tenth time. :DWorking the dice into it was cool, but it felt like it could have been handled behind the scenes or represented by anything else. They didn't really stand out as something that was playing a major role to me. Maybe more emphasis on the animation or something would help; a little more build-up before the actual roll results.
Obvious things you likely would have done with more time:
-Could have used more variety in damage types or something to spice up the combat a bit
-Effects would have been a nice addition to make things more interesting
-An inventory/loot system and the ability to equip your party members seemed like an easy and fun win here
-A cleaner dialog system for party members that wasn't set up with trigger volumes
I must say, though, that you prioritized way better than I did for my team. We ended up leaning in the other direction; we got many of those systems working and focused on features and polish that we failed to utilize fully to create a great experience. Excellent work. This is a master course on what to prioritize for game jams!