Ooh, a new chess-like strategy game. I always find good and unique ideas for these to be nearly impossible to conceive, so kudos to you for giving it a shot.
Everyone else has already mentioned pacing and sound effects - I won't pile on to that.
If you're not going to animate the knight movements then I'd just have them jump straight to their target space. It was a bit annoying clicking on my target and getting no visual feedback for a moment that my click had registered.
Onto the game itself - I think this is a great little strategy game for a jam, as it's a fresh concept, it's easy to pick up, and the AI seems pretty well done given the time span. That being said, I don't see myself being able to play this more than once. The RNG component is part of what allows the gameplay to be both so simple and so playable - but is also unfortunately a really imposing ceiling on the entire game. RNG and chess, for example, are completely incompatible - what's the point of trying to execute grand strategies if it can all be undone by a few lucky rolls by my opponent?
You mentioned earlier that:
> I’m not sure I’d want markers to show where you can go because it might make the game too easy
I *strongly* disagree with this stance. Figuring out what their movement options are should be the easy part for the player - the game's challenge should come in with figuring out which of their options follow their ideal strategy, or if none of them are ideal and they should move a different piece. Plus this would aid new players in visualizing the rules of the game.
All in all I genuinely enjoyed my playthru, it's a unique concept, the dice rolling gives the game a more authentic charm, and the difficulty feels just about right for me.