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I tried Turnfeed Kingdoms from the perspective of a first-time player, focusing on how easy it is to understand the game and figure out what to do next.

The Practice Raids section gives you a clear starting point, and I like that it explains the basic rules before asking you to make a decision. The fact that practice runs don't affect your saved kingdom or competitive records is also a nice touch, since it makes experimenting feel less risky.

One thing that might be worth looking at is how the game explains the outcome of a player's decisions. In a strategy game, it's helpful not just to know whether an action succeeded, but also why it worked and what that means for the next move. A little extra feedback here could make the mechanics easier to learn without making the game feel too hand-holdy.

I'd also be interested in how clearly the main Kingdoms experience communicates the results of actions like building, advancing seasons, and managing a kingdom. Making those changes easy to spot would help new players understand the connection between their instructions and what actually happens in the game.

I haven't completed a full gameplay session, so these are early observations but i find the game really funny and addicting to play.                                                       (i am the guy of iron front and i am already working on your founded bugs ( ; )

Thanks for trying the practice exercises and being clear about how far you got. That distinction helps: showing the raiders-versus-guards numbers isn’t enough if the result still leaves you unsure what to change next. I’ve recorded that as outcome clarity feedback, along with making the effects of building and season changes easier to notice.

If you remember which practice exercise or allocation left you unsure, that would help me work on a concrete example. No need to repeat a full session. And thanks for following up on the Iron Front notes too.

I haven't gone through enough of the exercises to point to one specific allocation yet, so I don't want to guess. The main thing I meant was that showing why a raid succeeded or failed, and what you could change next time, would make the practice exercises much easier to learn from. I'll keep that in mind if I spend more time with the game!

I hope this game wil be a lot played. I find the game really funny!

Thanks, that’s clear—you don’t need to reconstruct an allocation. I’ve kept the feedback as a learning-design issue: explain why the result happened and give one concrete adjustment to try next. I appreciate you clarifying what would make the exercises easier to learn from.