Art: There's not much of it and the overall look is gray and flat, which is weird since color features so prominently in the setting descriptions. What there is, is appropriately weird and indistinct. The tower reminds me of an alien bong, perhaps because the content is so hallucinatory.
Writing: There's vibes, to be sure. Maybe more Cyberpunk than Mothership, but that's okay. It's a bit disorganized and stream-of-consciousness, like adventure notes for personal use rather than written for someone who doesn't already have the big picture in mind. A lot of little things are a bit unclear: e.g. is the implication of "six fingers" that you need to be an alien/polydactyl person with six fingers on a single hand to get in that way, or is this a particular way of touching it with both hands that involves six fingers total?
Game Design: It's very random, mechanically and in terms of adventure structure. Not really clear why the cube exists, why people want it, or why the company knows Montell is in the Cube, let alone wants him rescued. There's no real internal logic to the tower, so exploration decision-making will be of the form of just going wherever and rolling some dice. It does a good job of being dreamlike, which I guess is the point. Probably works well if the players are under the influence of whatever's in that alien bong.
Theme: It certainly has a theme, but I'm not convinced it's the jam theme.
Layout: Adequate for the purpose. I would add more internal padding to the boxes and remove the big dark bar down the front cover fold line. Same principle in both cases, that you don't want text jammed right up against another visual element, but want to give it some space to breathe.
Utility: If being used as a one-shot, some work is needed to establish a satisfying intro and outro. However, I'll use the more charitable assumption that this is loot in a campaign where there are existing hooks that help it fit naturally and provide the necessary motivation to use the cube. In that case, it's probably pretty usable, just maybe a little confusing in places between the weirdness and off-the-cuff writing.
Favorability: I'm not crazy about adventures that rely this heavily on random tables to make things happen and generate threats. They can work out, but they can also be repetitive, poorly paced, unfair, or unsatisfyingly easy depending on how the rolling goes. It also makes it feel to the players that their exploration choices don't matter much, in that what they encounter depends on the dice and not where they chose to go.