You can see if fullscreen is more your style (Alt+Enter) but beyond that there's no other way to change the window size yet.
Thanks, that's much better!
So I played through a few more rounds of DMW and understand it better now.
First off, thanks for the compliments and feedback. I tried to make the game fairly minimalist and removed traditional stats and the like that I didn't feel were essential for gameplay to function. Learning by experimenting is something I enjoy doing as a player, so it seemed like a solid idea to make a game that features that to an extent. 1.2 will be expanding on the experimentation factor a great deal.
The ability to run away from boss fights is an ability that I like having, but it does lead to boss fights that are easy to cheese. In an ideal world, I'd like to try and push the game towards a better balance - escaping a boss should be possible, but not necessarily easy. Beyond that, I'd like to tune down incentives to cheese instead of punishing it too severely. Making a single mistake on some of the bosses can be deadly if you don't run away and heal up, so tuning down some of those elements is a definite possibility.
The second phase of the Necromancer is intended to be visually cool while not being too difficult. While I do think he's greatly superior to the 7DRL version, he still needs work. I'll probably make him summon zombies less frequently and/or reduce the hit points of the zombies for 1.2. Phase 2 is meant to be relatively short and not too tedious, which isn't really the case at the moment.
I like Willpower quite a bit as well. I try to use it as a score system as you may have noticed. The long term goal is to get the balance into such a place that a good player with a little bit of luck can consistently beat the game with max Willpower. The flask mechanic is an idea I had for @Star Wars but never got around to putting it in. It is based off the Dark Souls flasks, if only because I think that game did a truly great thing as far as consumable health goes.
I'm glad the trinkets have worked out so far. I'm planning to add in some slightly odder ones in the next version. All the trinkets in 1.1 are fairly straightforward once you play with them, but I'd like to put in one or two that take a bit more time to fully understand and present more interesting risk/reward scenarios.
Thanks again for all the feedback! Eventually I'd like to get back to @Star Wars, but with some of the things I've learned in Dead Man Walking in mind. My current focus is still on Dead Man Walking, as I'm not quite satisfied with the balance and there's a few ideas I have for alternative levels & bosses I'd like to exhaust.