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Hey - thanks for bringing this up carefully. I appreciate that.

To answer directly: Dwarfing Dreams was not an inspiration for Celestial Scaling: CCG. I was aware of DD before publishing, and I recognize that "size changes how cards work" is an area where the two games overlap. But I didn't build CS:CCG from DD or set out to reproduce its particular design. I can understand why seeing that overlap, especially in a niche space, would feel uncomfortable though.

The size-changing ideas in my games actually come from the earlier Celestial Scaling project. A big part of the concept came from wanting size to be something that could be communicated very clearly through numbers, charts, and visual feedback.

For the CCG specifically, it came out of a headless game engine I was building for a larger game that is much closer to MTG in its design. I wanted to make something lighter and more contained in between the longer projects, so CS:CCG became a way to use that engine and experiment with the card-game side of those ideas without turning it into another huge project. Some of the things still visible in the game are honestly just artifacts of that process too, like the unchecked Scry keyword I apparently left in there :).

And from my perspective, the actual gameplay ends up being pretty different from DD as well.

That said, I do think DD looks great, and I genuinely like the UI and presentation. I don't want to dismiss the similarity you're pointing out. At the same time, when you're working with size as a fantasy or mechanic, representing relative size through ratios or size differences feels like a fairly natural way to express it, so I don't think that particular concept is something I can reasonably attribute to one game. What I do want to be clear about is that the overlap wasn't the result of me taking the core mechanic from DD.

If there's a particular card or mechanic where you feel the similarity goes beyond the general size-based concept, I'm happy to look at it and talk about it specifically.

Thanks again for raising it directly :)

I want to clarify one part because I think there may be a misunderstanding in what I mean. My concern isn’t that the game represents size with numbers, ratios, charts, or UI feedback. I agree that those are natural ways to communicate size clearly? And common CCG stuff, like yeah, I see the inspiration from MTG and lorcana, thats not what im poking at, thats just how the genre is.

The part that feels *so* close to DD is the utilization of size delta as a direct mechanical layer: the core tactics of balancing that size ratio to mitigate damage and make your tools more successful. Even some archetype identity, such as how in DD, large decks are SMOrc-heavy, thin, light on card draw, while small decks are cycle heavy, and use their size as a resource, feel *very* 1 to 1 with your mechanical designs on Bellatrix and Alya specifically?

That said, I will wait and see if it finds that mechanical identity, because as I mentioned I love seeing innovation in the niche, best of luck.