Well, I'm gonna be honest. The only really cool thing about the adventure are the rhymes (they somehow make it enjoyable xD). I realise the devs had to spend a lot of time on this, but as many people have already said, it doesn't have any replayability. I mean, it's nice, but I completed it in one sitting, that took about an hour and a half, and I don't have anything to do with it anymore. I know we will get the challenges, and I hope they will be more interesting, but I really miss the "dungeon run" style like in Dalaran Heist. It was really hyped by Blizzard back then and for a good reason. You had 9 different classes, each of them with 3 possible Hero Power and 3 starting decks, also the "dungeon run" style made each try different. I still go back to Dalaran Heist really often. Yeah, I know that this one is free, while you had to pay for Dalaran Heist, but still I would rather pay for an enjoyable adventure, than get a shitty one for free.
I'm fairly sure it was only 3 different hero powers throughout the 21 different fights? For me that's really disappointing. And it once again proved that demon hunter cards feel like adventure cards... I don't think I relied on those rescued minions at all. Overall very boring, they need to go back to dungeon runs but keep the flavor of the rare encounters and extra difficult enocunters...(the treasure room, the fishing boss, the trap room)
Personally, I'm not really enjoying this one - feels like a slog. Only reason I'm working on completing it atm is due to my completionist nature, but I doubt I'd ever come back to it 'just for fun' (which I sometimes do with other adventure content, especially the dungeon run styles).
the rumble-deck style of adventures feel like busybody-work compared to the alternative, where you build your own deck to creatively overcome bosses. I am speaking of the heroic wings strictly since the normal mode is completely surmountable as a practical given.
I cannot stand the adventures that depend purely on RNG and treasures (some of which actually hurt more than aid) and the soft-gating of multiple playthroughs to gain access to a variety of mediocre decks/new hero powers that typically bear no consequence without the proper treasures to ensure a successful playthrough. It seems pretty thoughtless on the part of what the player can do and feels like the devs (not to disparage anybody's work) are phoning it in with that template. My favorite adventures were Knights of the Frozen Throne, Kobolds & Catacombs, and Witchwood. All fantastic and they happened to introduce some of the best dynamics to hearthstone, such as new heroes, and the deathknight cards were amazing.
I hope innovation drives the experience for future adventures and they abandon the rumble-deck style adventures altogether.
The rogue-lite aspect for SP conteent for HS is super important ... imo ... nothing worse than SP content you do once and never want to try again...
I mean sure its up to them to decide but this should be a no brainer (innkeeper for starter then SP adventure we already have , then only rogue lite modes for SP content , keeps it relevant way longer , making it worth to be created