Yea, that's one of the troubles with storytelling in a game: no one style appeals to everyone, indeed I wouldn't be surprised if no one style appeals to more than 50% of folks. So no matter how well we execute that style, some folks aren't going to like it. I think this is even more true of the story than the game itself, which is saying something
But I'm really glad you like the game, I also think it's something special (and normally I have little-to-no interest in the genre)
Also, I'm sure you've found some/all of this by now, but just to make sure: in addition to the number of special blocks (and items, which generally play a more minor role), mixing and matching those 20ish game modes can make for a _really_ different game. Even just picking a pair gives you 400 combinations, though I couldn't say off hand how many of those would be fully enjoyable (most of them, I'd think).
And then there's the level editor, which gives you pretty much everything that custom game gives you (everything except the randomizer, I think), and gives you ultra-fine control over starting block placement, block frequencies, item frequencies, lets you set special win and loss objectives, etc, etc (I implemented the editor and I don't even remember all the things it lets you do). Mega sandbox play potential there