I've found that for many things, it's so much faster in terms of dev time, especially with the super-cool code-first approach, to get things out there and working using the ORM. I can create a new fully-functioning and reliably-working repository class, along with its test double, in around a minute. Really.
Of course, I have found that I've had to replace bits of it with hand-coded SQL for performance reasons. But I've decided to stick this general approach for now because I don't need to substantially rearchitect everything, I can just replace the very few bits that have proven to be an actual performance bottleneck, and keep the development speed for the many places where runtime speed just doesn't matter as much.
It's a turn-based, (largely) asynchronous, strategic conquest game that uses the same ruleset as a classic board game that you probably played when you were a kid.
The idea is to create a social game that you're not embarrassed to play. You know the trend of people getting together in bars to play Settlers of Catan for hours on Friday nights? We're trying to make a game that same people would want to play for a few minutes at a time from their office on Monday morning.
I've got a half-written article about how we're doing some cool continuous deployment stuff that I plan on sharing with HN soon. In the meantime, any and all feedback is welcome.
1. We do have a pretty straightforward tutorial. Http://victorsunited.com/help/tutorial
2. We are working on a way to bypass the login/registration requirement for single player games. To be honest, the Singleplayer mode was something of an afterthought, and the SP experience isn't yet as polished as it should be.