[Crosspost from BGG]
I've just finished my first run. It was a good deal longer than I expected (a good 50 minutes, due to whiffing a lot in combat, and also including some fiddling about with mapping and looking for my dice). All in all it's a pretty good distillation of the "big" pen-and-paper dungeon crawls (like 4AD or D100 Dungeon), but I didn't find it any more engaging either. The combat mechanic is pretty clever, though. Between the heroic feat and consumables, there's plenty of decisions around (although I find the Stoneskin and Strength scrolls too much of a gamble; I should've sold them to upgrade my weapon). I died to the final boss (one room away from an unused healing spring). Next time, I'll get 'em ;)
The layout is unadorned but very clear (as it should be). And there are hyperlinks in the text! Something I sorely miss in a lot of procedural games...
I only have two gripes. First, my first run lasted a bit too long (I might need to change up my dice for that). Second, the resulting dungeon map looks really boring. In my RPGs, I prefer fairly eclectic dungeons (with lots of different ways to reach a particular room), but it's hard to procedurally generate in a simple manner. D100 Dungeon introduces a surprisingly soothing way to add spice to its also boring dungeon layout—by colour-coding the rooms (instantly making the final result visually more appealing).