By and large, people who tried the game often complained it wasn't fun, and trying to pin down the fun was a challenge for the team. "When you see people complain a game is boring because it's 'just clicking', there's usually something else the matter, because Civilization is just clicking, and Diablo is just clicking," he says.
Really interesting post-mortem on a project that didn't quite work out well enough. I wish more sites did this kind of article, since there are lots of lessons here. I've kind of followed Butterfield since the Game Never Ending days, so i'll look forward to what comes next w/Tiny Speck.