For a person with such a great level of creativity as Krice, it should be piece of cake.
Sounds ironically, correct me if I'm wrong. I just don't like this eternal Krice-bashing. His creative non-roguelike output on his website as well as Teemu show that he indeed _is_ creative. That Teemu gets very repetitive after a while and that Krice is snobistic and arrogant are other questions
I don't know if changes in graphics are counted. Playing feels the same
I explicitly did not mention graphical changes, to avoid this argument. For me, interface is the way how to access gameplay functions, for example entering the name of a saved character instead pressing an associated key to load that savegame.
Or directly pressing F1, F2, ..., F12 to chant associated spells instead first opening the songbook, pressing c and then selecting a spell by pressing an associated key.
Too many turns and too large range
Here you're right, I have a bad feeling about the duration, but for this release I kept it that way.
Now the most disturbing thing, the story question.
You invented the most boring way to advance in a game.
I invented nothing
Telling a story in a roguelike is very difficult. You have to ensure that all story elements the game forces you to recognize are as short as possible, to not annoy the player with it when he/she plays it the 5th, 10th, 50th ... time. Thus, most things are told by lore that is optional to read, and players who are not interested in the background don't need to do it. Other players, however, who want to know more about the setting, the world and the events that lead to mankind's current situation have the possiblity to get these information.
It is like appendices in fantasy novels. You can read Tolkien's explainations about languages and culture of the people in Lord of the Rings, but nobody forces you to do so.