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Thanks for your comment! The timer collision was such a simple issue, I just forgot to turn it back on after importing a new model, ugh -- you might say I just didn't notice it in the stress of *The Final Hour of Game Jam*.   As for the scoring thing, I couldn't decide on how to settle the question of multiple dice passing earning money criteria at the same time, and I decided to just let the 6 win always. Your feedback made me realize this is totally fixable by just letting both happen at once, and I have an idea for a UI element to help with that. Thank you for the great feedback!!

I actually can't decide whether to keep the low-force roll exploit (but make them harder to pull off), or stop it completely... many low-force rolls actually do flip the dice, it's definitely not 100% abusable, and I also think it's funny... hmm...

Thanks for your thoughtful comment, I really appreciate it :)