Thanks to Whiteclaws for the mention! It is definitely capable of longer, deeper experiences. It's actually quite well-suited to it, I've found. But you need to do some planning, prototyping, and organization at the start to increase your odds of success.
In all seriousness, build a smaller game using some of the mechanics you'd like to include in your bigger project. This lets you prototype, get a finished game (no small task!), and experience with the engine. You'll run into some of the same natural roadblocks that you would on your long-form game, but they're easier to fix when they don't have the potential to cripple weeks/months of work or set you back too far. I made a maze game that you control as you would a top-down, 8-direction rpg. I got to play with dynamically zooming, z-ordering, different movement speeds, touch input, interacting with environmental triggers, fake unified shadowing, etc, in a much easier-to-produce game. I even got got to play with leaderboards, posting to social networks, and a lot of great workflow things without the overhead of inventory management, quest statuses, npc's, a fleshed-out story, or a ton of animation.
Use your small game that gets you used to C2 as your quasi-prototype for your larger game and kill a flock of birds with one stick of dynamite.
Also, check out Courier in my signature to see some of the stuff I'm doing. It will be playable (though I'll be updating continuously adding content) in May. I hope it helps you some. Also check out Loot Oursuit. Arima has since moved it to C2 (from Construct Classic), but it shows some more things that can be done and may be more like what you're looking to do.