This game is extremely counterintuitive. As someone who HAS worked making games for others as an Animator, I can tell you that a counterintuitive game is always doomed. The resources are not clearly marked, and it is next to impossible to actually figure out what to build next. The questing system is broken beyond any sense of repair, and more often than not, all I could do is muddle through. I didn't even realise you could MAKE gear until it was too late.
Without any idea to tell how good your army is, it can be a nightmare to send eighty conscripts, sixty warmasters, and twenty monks on a LVL4 quest, only to lose everything. I cannot tell how strong my army actually is unless you put in a strength rating system of some kind. If you release a GuldDungeons 3, work on that is important.
The economy is broken to a horrendus degree; I myself end up relying entirely on taxes, watching as my food and materials reach the thousands, yet knowing that for all intents and purposes the goods my city makes is completely worthless. Increase the prices upon the food and material items, becasue for a thousand grain(!) all I get back is 2 SP, which is unacceptable when the maximum output of my farms is 8 grain/turn.
From what I can tell, I hear about disease, and crime, necomany, whatever, yet I cannot check to see what the issue is at any time, nor is it possible to know how bad something is. I feel like a spectator, completely blind to the workings of my city and unable to react to anything. I must guess on how my city is doing. The addition of a City Report option so that I can check on my city at will is much needed.
Ultimately, this game is beautiful, but doesn't play well at all, and you need to work on that. If some random joe who's never heard of your game can't start playing it quickly, then don't release your game.