Super asymmetric! How come I only have five dice while the other guy has fifteen? Well, I guess that's the challenge! (Haven't won yet.)
Interface problems: It took me several plays before I realized that that corner at the top was where I was supposed to be looking for the current claim. It took me longer to realize that I was losing dice because I was running out of time each turn. Looks cluttered and unfocused, hard to understand where you should be paying attention. You should probably not be able to see the betting buttons before it's time for that. The status text should be much more prominent and central; in fact, I'd replace that text in the corner with more pop-ups (half of the time the two show redundant information anyway).
Enjoy the Game Boy Tetris-inspired aesthetic, also how rhythmic and fast-paced it feels, totally unlike games of liar's game I've played (a plus for the time limit). Like what you did there with the face expressions and the hands, lends the game plenty of personality.
With the interface, yeah, I was wondering how playable it would be.
(Which if there is a question about it,
it usually needs work)
In retrospect, I probably should put the most important
information in the pop up text bubbles.
The problem was I designed the pop ups into the game as an
afterthought, and should have designed the interface around them.
(or had a better tutorial at startup,
or had a ripple or something that highlighted the place to focus
the eye).
In fact, I probably could have had the timer and bet buttons in a
pop up...
Also, hiding the betting buttons before they are needed is a good idea.
Oh, but there is a reason for having only six dice.
I wanted the game to be more about reading the npc's expression,
and I found the greater percentage of the dice I had, the more
the game became about counting the dice.
Thanks the feedback, and thanks for playing.