Sasha, I understand what you are saying and can relate, I remember when I nearly became crazy working on my dungeon Doom Blade. But judging from this thread, Unintended Heroism seems to have been completely playable from the start, and thanks to the awesomeness of DSB, even troublesome savegames could be fixed. So it's all good!
My dungeon, however, was released way too early, with my arrogance telling me I had tested it enough. Turns out it was a complete mess and at times almost unplayable. As a result, people got rightfully angry with me, and I still feel bad about the whole issue.

A few people still managed to complete it, but I do feel bad about it.
Doom Blade is indeed an RTC dungeon, and if you are interested in playing it, be warned - there are a few issues with it. I never got round to fixing all of them, but I currently have a little time, so I’ll try to finally fix that damn thing in the next few days.
I can see that this place isn't as frequented as much as it used to be (hey, I've been gone for about 2 years thanks to real life intervening and me being ashamed for what I did with Doom Blade), and I'm afraid it never will be again.

Grimrock seemingly didn't attract too many new people, and maybe some users instead switched over to it.
Anyway, I promised to write a review, so here it is:
Gameplay: 7
It starts out pretty basic and gets more complex in the end, especially the puzzles. Possibly a few too many generic fights for my liking; screamers take forever to kill, for example. I also had the impression that monsters in general did little damage. In contrast, I would have liked a few more puzzles, so the balance is a bit too much shifted towards the fights for me. But that’s just my taste, others may see it differently.
Also, I didn’t really get what I needed to do once I had the Debian and Nebula. I ran up quite a few levels before I decided there must be something to do down there. I simply got teleported to my “boss” when I stepped on a seemingly random tile.
Originality: 9
From the start, the dungeon is very humorous. The constant self-mumbling of the hero, the numerous references to fresh pants, the appearance of public toilets inside the dungeon, and of course the Mophus jokes are wonderful. But it's not only this original approach that feels fresh, there are also cool gameplay elements like the magic items gone wrong, the Screamer Blade, the parts with the mummy and the melody horn, the idea of turning spells into items etc.
Difficulty: 7
The dungeon starts off pretty relaxed, but it does get significantly harder down there. The sub-bosses like the guardian dragon or the master Vexirks are tough, and the puzzles do get a bit obscure. I did find/assemble the Nebula quickly and thought that was ok as a puzzle, but the part with the Panacea or the Demonic Stone and the spells associated with them were hard; I had to look into this thread to actually find the answer. Another hint or two for this would be nice.
I didn’t have much trouble with the non-boss fights. My characters were Sasha and Mystra, and both reached several master ranks by the end of the game and were quite strong (except Mystra kept having terrible stamina). But as I read from this thread, the difficulty has been toned down already; for example, I only got one golem.
Puzzles: 6
There are some truly great puzzles here, like the golden ratio thing, the spell freezer, or assembling the Nebula. I just feel there are not enough, and some of the usual DM aspects like teleporters, levers and pits are very sparse. I think adding something in these departments would have added more variety.
Size: 7
When starting out, I always had the impression this would be a small dungeon that will be completed in maybe 2-3 hours. This was probably due to the first level being so small. I was certainly wrong and was surprised how much there was still in there. It is about the same as the original DM in size.
Replayability: 7
With a few different heroes, hidden stuff and alternate solutions to some puzzles, Unintended Heroism is more replayable than the average dungeon.
Craft: 7
Everything works as intended, and there are some wonderful new effects thanks to the power of DSB. I would have liked a little more structure in the dungeon layout itself and a few shortcuts back, because as it is, backtracking is tiresome and causes headaches.
Game Ending: 8
I like that you can see both the “good” and the “bad” ending in the same session. Both are funny, especially the bad one that really does remind me of Monkey Island 1, as Jan already pointed out. Assembling a super-powerful weapon and killing everything with it was great fun, and I even got a nice picture in the end.
Atmosphere: 9
As I said, the dungeon’s biggest plus is humour. I really enjoy this tongue-in-cheek approach, and it makes the real-world connections (like the Fibonacci hint; I suppose the gigglers took the role of the rabbits?) not stand out. Together with the numerous, often funny texts, this dungeon feels like no other.
Overall: 9
From a pure gameplay aspect, this might be a 7 or 8, but the originality and the humour push it to a 9. Definitely the funniest dungeon I ever played, and overall a great experience.
Best part:
The Chastity Serum was the funniest in a long line of funny moments.
Worst part:
Being totally clueless about the Panacea and Demonic Stone.