I didn't like it, but for somewhat opinionated reasons.
The art is great.
The framing is a little awkward to me (the town has Houses over a Random Dungeon and they get prestige and whatnot for raiding it). However it means that you will encounter both politics and factions underground in the form of competing parties which is a plus.
But I found too many of the encounters hodge-podge (there is handwaving to excuse the hodge-podge but I still don't like it). Also overall there was neither enough focus nor enough strange to hold my attention. The little strange that there was is appreciated.
There's also some strange gamification going on. You have to visit every room in level one before the gate to level 2 will open. To me, that spoils the choice of the megadungeon of deliberately choosing higher danger for quick spoils. Also it just limits choice in general. Also .. what? I dunno, that sort of thing just kinda ruins my immersion on either side of the table.
But what really turned me off was an adventure that's presumably a campaign starter with traps that do 3d6 damage, potentially wiping the party, without the party doing anything dumb. Yeah oldschool is supposed to be harsh sometimes but this just felt lame to me. And it isn't an isolated incident.
So low-coherence (though there might be more in later editions), high arbitrary mortaility, and some gamey-game mechanics. Some people might love it for these same qualities.