Most of the questions I'm seeing are things that should commonly be asked for when being interviewed. Otherwise, the job listing would be too complicated. Remember that an interview isn't just for the employer, but also for the employee. You ask questions of the employer, too, and if you don't like their answers, you are not forced to accept their job offer. That's what an interview is for. If they put too much in the job listing, it would be overwhelming.
I understand many of you are young or not in the professional world, so I don't say this in anger. Yes, there are many questions, and some things in the listing could be worded differently, but demanding and in-depth explanation of the job's details is unrealistic. That's between employee and employer and between coworkers.
As for offering in turnips, it's been explained enough. It's a different work culture in browser games that have a premium currency. Plus, from reading it, it sounds like the job will be more part-time, side-gig type of hours. especially with the comment of budget and need. They AREN'T paying for your rent. In my experience, with asset work, you get sent concept art and you make the asset and with some tweaking as per the developer, you turn it in(It's more complicated but that's the tl;dr). So if they don't have the budget for a week or a need for anything that week... you go without being paid or making anything that week. This isn't a job to say any artist will be making a living on--as nice as that would be--and if someone wants this as a casual side job, for all we know, they could be using it to fund their time on the game and it's their right to choose such payment. It's up to the person being hired, leave it at that.
If I've said anything blatantly incorrect without realizing--i know my experience isn't universal--or others have other experience in asset creation, I'd be happy to hear another side. Unless you're actively aggressive, I'll happily talk more at length.