The formatting and writing are both top-notch. As other reviewers have noted, the formatting maximizes ease of use at-the-table. Room descriptions are concisely written with bolded and bulleted text. The rooms are interesting and interactive. The castle's layout is well-designed. I also love the virtual tabletop acommodations provided with the PDF dungeon.
Two things I missed are a high-level overview of "what's going on" for the referee (like a backstory of the castle) and more description of what the NPCs want & think of one another. The foreward basically says that "there is no backstory," and the description of the NPCs generally includes only what they are currently doing, not their goals or plans.
So overall I would say this is a very good funhouse megadungeon, with an emphasis on the "funhouse." It makes little sense, and really isn't meant to. This might be fine for some players (including you). For myself, it got old after a while because it amounted to little more than "open the next door to see what other wacky/zany/deadly thing awaits you there!" There was little to "figure out" or "discover" due to the lack of depth provided in the text, unless the referee is willing to put in a lot of work to make sense of the non-sense.
If that sort of funhouse-style play appeals to you, or you just want an example of how adventures should be formatted, then I highly recommend this adventure.
I wrote a longer review here, if you are interested!
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