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You're completely right! We had two artists and a guy who helped with minor objects on the team, and at some point we got out of sync and lost the uniform pixel scale. Also there was some necessary late minute size adjustment for object on the scene - for example, the statue was half covered with the speech bubble, so we had to shuffle things around and scale them in both directions, so yeah. here's that.  

We originally starteed with a steepier difficulty curve, but in those few playtests that we had before the submission the players would lose to fast, and we decided that it's better to overshoot the target than disappoint a new player, and set max weirdness to x1.5 of its original value. Now I'd rather switch it to around 1.2x, but that's too late, of course. Also, the game starts with common action dice only, and therefore it's quite natural for a player to not gain any weirdness early. Depending on your luck, you could gain only common dice and rerolls in first rounds as well, keeping the game not weird enough - we really wanted to implement an adaptive system that would add more unusual dice early and generally keep their amount balanced, but we didn't have time for that.

The dice that gives your more dice (internally called the modifier dice) really needs more work on our side. At the very least, we were going to add a different Roll button for it (something like "Add modifiers", for example), and it was supposed to move closer to the camera once rolled, so that the player could read it.

Thank you for your feedback!