Ok, so the game is super cool and has a real neato concept in general, and while I had tons of fun and could go on and on with all sorts of praise for how great it is, I'm going to go straight into feedback as there are unfortunately a lot of things that are holding the game back for me, so I'd like to go over them so they could be reviewed and make the steam release have the best impression possible. Basically it's a great free Newgrounds game, but for a cost-money Steam game, I dunno if I'd be willing in its current state. Anyway, here we go!
*Apart from the various gameplay facets which I discuss below, actually the biggest complaint I'd have about the game is that it just feels like it has no plot or goal or story or anything like that. I know that I can beat up tons of enemies and face cool bosses and see some unique hidden shops with weird NPCs, but I just had no idea what I was striving for, if there was any sort of ending or progression that was awaiting from all my hard work. Without some sort of core story or at least a goal, it kind of felt pointless and killed my motivation to stick around.
*While the main gimmick store and equipment menu does a great job of providing info and help, for some reason other elements like the snack shop and especially the dice shop don't provide easy-to-understand info and instead hide it away. I understand it's part of the mystique and appeal, but I really wish the game would be more straight-forward in providing descriptions and information about various things. I'd like it if the snacks were more descriptive in what they do (I thought they would heal you for just eating them as well) and if the pause menu would let you know what snack buffs are currently active, and I wish the dice info was just written out like the standard gimmick shop does instead of these dumb symbols which you won't remember after the first time the nerd shopkeep tells you.
*Speaking of dice, it felt like they were stuck in the worst of both worlds. For the most part, dice felt pretty much all the same, only differing in minor ways like slots available and STR/INT which never veered off strongly: I was hoping for something like iron dice with super STR but no INT which you just slam into the enemy and other fancy outliers like that. Heck, maybe the minor STR/INT differences were actually more significant than I thought, but I'd have no idea: they all felt the same as precise damage feedback is nonexistent. But then on the other hand, you have the dice which are chained and scared: these were more what I wanted in that they were fancy and unique, but they were just incredibly annoying to handle and had no upsides to make up for it! So dice are somehow both boring and too unique at the same time.
*Overall the game just felt really...random. I know that's obvious and perhaps the appeal, but it didn't really ever feel like I was in control or could get skilled at planning out optimized move combos or any tech like that: instead you just throw the dice and shit happens that is impossible to keep track of. It makes trying to build the dice in certain ways and such feel pointless: at the end of the day you're just doing the same thing from start to finish: throwing dice and hoping stuff dies. It can be fun to watch the spectacle but I dunno, it wears out quickly. I know games like Vampire Survivors and such might seem random, and they are somewhat, but in those games I do feel like I have more control and can tell what attacks I'm doing and plan around them. Maybe if some dice fired off the gimmicks in order instead of randomly, I could build around that in a strategic way?
*Aiming and throwing is very annoying because the dice's origin point for the throw is offset to the side instead of centered on Gimmiko which can cause it to fire at a different angle than expected, potentially missing your target or clashing into environmental objects which get in the way so damn much. I'd love it if perhaps environmental hitboxes were shrunk down a tad, and if when you throw it comes from Gimmiko's center mass (you can still have her carry it at her side before the throw, tho).
*Visual clarity was absolutely chaotic and I would easily lose track of where I am, and I'd be dodging friendlies since I thought they were enemies, and so on. I know the game tries to help somewhat by making friendlies slightly transparent, but it'd help if there was another solution that stuck out strongly. The bold outlines and bright colors over everything really make things mesh together in a big mess unfortunately: wish there were some sort of patterns or consistent outlines designated to separate the player from the dice from the enemies from the friendlies from the background objects.
*Another thing that hurt the visual clarity and added to the confusion was the fact that the game would be 3D-ish for some elements and 2D for others. You can mainly see this happen for bullets, which are rendered like 2D in a 3D-ish world: I think it was done to with best intentions to make it easier to tell when they're about to hit you, but it actually made it more confusing for me since I thought they were to be treated as 3D-ish objects, so I'd think I was dodging them when I wasn't. It was especially confusing when I'd jump up in the air and bullets that were 'behind' me were still layered on top of me like they were in 'front': you'd think I'd be above the bullet, augh, so confusing to determine where things are!
*Jumping on enemies felt like it could be pretty fun, but the previously-mentioned confusing 2D-yet-3D-ish world made it difficult to judge where I'm landing, especially since the game moves so bloody fast. Also found it confusing that you have to press space bar to bounce off of an enemy: I was expecting Mario rules where you naturally bounce off of enemies when you land on them without pressing anything, but hitting the jump button on landing would increase your height or deal damage or something.
*Having your own dice on the ground block a thrown dice felt really annoying, especially since it causes only the thrown dice to trigger its gimmicks: perhaps if hitting your dice with a dice made both fire off their gimmicks, it could actually be an interesting interaction and strategy.
*Wish there was an intuitive way to tell which enemies make dice bounce off of them and which have them pass through them: some enemies which were on the small side had this happen, so size being the way to go didn't work for me.
*There were also just some minor bugs, like where I swear I threw a dice right at an enemy and it bounced off them without hurting them. Oh, and some potential changes like putting arrows under your character that point to the dice, since you can easily lose track of scared dice as they hide in a corner behind foliage. Oh, and why are the buttons so static: the rest of the game is so lively, you'd think the buttons would bounce and shake on hover and click!
Best of luck on the full release!