Wow, had a really good time with this! Definitely one of my favorite GMTK dice games I've come across: combat is really fun and juicy with all sorts of explosive chaos and satisfying feedback, there's a decent variety of enemies with different movement patterns to shake things up, loading the dice to spawn attacks from a throw is a really cool concept, there's a nice layer of strategy in both macro -building your ideal dice- and micro -having to manuever to retrieve your dice-, and all-around the game just has a really goofy and charming presentation!
Only complaints I can think of is:
1) I felt like the game was a bit difficult to figure out how it worked: don't get me wrong, it was quite the fun adventure to piece it together, but I really felt like the shop menu could've been a bit more intuitively designed in terms of placement of buttons and such (for example, the Go button almost looks like something you can buy; maybe it should be in the bottom right corner instead?) and for there to be some sort of mini tutorial or how-to-play present.
2) As much as the game was fun and keeping things interesting by introducing new enemies, I couldn't help but worry that it was just pointlessly looping and getting repetitive: would've really helped if there was some sort of story or goal to strive for that was pointed out at the start that would let me know what the objective was. Doesn't have to be anything big: just any sort of text blurb or little cutscene at the start would've been sufficient.
3) As much as it was fun to see all the chaos spawn from the dice and cause chain reactions with the enemies, it was really difficult to parse what was friendly and what was an enemy. There were a lot of times where I'd run from things like a miko stick or bees, not realizing they were my friends! In a similar but different vein, the Yuki-onna's wisps looked very similar to the dead ghosts of the wisps as well, so sometimes I'd be dodging the ghosts for no reason thinking they were still alive, haha. To sum it up, it would definitely help if there was a better way to identify friend from foe, like outlines or something.
Again, definitely super impressive for a game jam game: would love to see if you expand upon this, but it's already quite good for what it is if it's left as such!