First things first, Desktop Dungeons has been referred to as a lot of things (puzzle, RPG, rogue-like, rogue-liTe) by different people, who like different things in it and play it for different reasons. It always bothers me a bit when people say "this game is THIS and therefore shouldn't do X" because they're completely ignoring the fact that other players actually like those elements, and that if you think of the game being designed with a different mindset than yours then it works fine. To be clear, I'm *not* saying you can't disagree with the game's design on some respects, but pigeonholing the game into a single genre and then saying "games of that genre should be like this" is having tunnel-vision. The game is very much a hybrid, or rather, it's own thing completely.
A quick second point: You absolutely don't need to know the mechanics behind Jehora Jeheyu's punishments to use him properly, even in high level play. All you really need to know is what kind of punishments he can inflict, which you get as you experiment with it. He exists this way because he's the GOD OF CHAOS. You're not actually suppposed to be able to predict what he's going to do next!
As for the game's copmlexity, there's a very good reason why these things are all introduced sequentially. Gods come one at a time, and they come with a set of puzzles to introduce you to them! You unlock most new items one at a time. And as for the kindgom gold, it makes a lot of sense to have unlocks based around that rather than individual dungeon runs. In the alpha version it made sense to unlock a new class after one victory, since the core of the game was the one regular dungeon, then four extra challenge dungeons (the rest was extremely late-game). In the full version, you have over 20(!) dungeons whose difficulty scales far more than in the Alpha, and a serious attempt to have players familiarize with each of the different resources and mechanics individually. A slower progression, partially tied to how much resources a player needs to get through a dungeon, makes perfect sense to me. As for the preparations, I found them an excellent way to smooth out the difficulty curve without compromising on the more difficult dungeons. I just beat Vicous Halls of Steel purist the other day; felt awesome and a really good challenge. But back when I first started tackling that dungeon, I needed the preps to get through it. It was a stepping stone onto getting better and lets you revisit the dungeon later for a new kind of challenge.
I realize I sound like a complete fanboy of the game (because I kinda am

), but I genuinely feel like this is one of the most elegantly-designed games I've ever played. I'm pretty sure I understand where you're coming from, but I simply feel like that's going to be the nature of a game like this: I like to think that it attracts players that we can put on a scale with "puzzle" on one end and "rogue-like" on the other end. The game makes concessions between types of play, so there's often going to be people who want the game to be more like one end of the scale or the other... and everyone in between.
Anyway, that's my take on why I love this game so much. Hope I didn't come off as hostile or anything
