Wow, for being so early on in development, this feels very impressive already!
I'll admit, it's easy to feel like this is just another Slay the Spire-esque roguelike to add to the huge pile of other clones, so I'm a bit skeptical. Nevertheless, I do feel like it made good strides in providing a pretty unique experience with its synergy of items and dice rolls: trying to hit criticals by using certain dice and then trinkets to influence luck was quite satisfying and strategic. I also really loved how intuitive it was to learn the game naturally from how it highlights the appropriate objects to indicate what you can do, and how it doesn't infodump you at the start, but instead teaches you things as you encounter them. Just overall has a professional look and feel to it that delivers and smooth and polished experience: well done!
If I were to offer any feedback, it would be:
*Right now the level is very long and stuffed with rather simple trash mobs whose special effects help you more than hinder you, making it feel rather repetitive. Has a very 'when are we going to get to the fireworks factory' kinda vibe. Would love more unique enemy types and even mini-bosses to serve as checkpoints and events to spice the journey up!
*It's pretty simple to intuit what they are, but it'd still be nice if there were some info pop-ups when you hover over the map icons just to be sure what they are.
*It'd be nice if there was a save/load functionality so you wouldn't have to start all over if you take a break mid-run.
*It's a very nitpicky thing, but I wish the dice looked a bit better: something about the way the numbers on them are just some default system font that can sometimes be awkwardly offset just looks kinda cheap or placeholdery. Would love a more custom font and presentation that looks more seamlessly integrated, something where there is no visual separation between dice and number.
*There's plenty of other feedback that I can think of, but most of it falls into the generic desire for 'more stuff' which I'm sure you already have planned once you've got the fundamentals down, such as more heroes to pick from, changing your starting loadout, a story or narrative events to serve as motivation, unlocks, modifiers/difficulties blah blah blah I won't waste your time listing it all.
Definitely very promising! It's a silly thing to say, but it has a certain quality to it that I think makes it worth whipping the wallet out for, if that makes sense, haha!