Art: None to speak of. The textures aren't great but they don't hurt my eyes, and I'm glad you went to the effort of making the pages of text not just look like a Word doc.
Writing: I try to grade for things like plot consistency and plausibility. I get that the point here is not to have those things, but I can't help but feel that's a bit of a cop-out to avoid engaging with one of the more challenging aspects of scenario design. On a technical level, no huge mistakes, but some inconsistency in whether you're addressing the Warden or the player, e.g. "You gain 2 Damage Reduction and lose 10 Speed [...] In 10, min. the player loses control..." (IMO you should always be addressing the Warden in this context, as the players should not be reading the adventure).
Game Design: I imagine that some players will enjoy the randomly-generated snipe and appreciate the replayability, even though the usual expectation is that scenarios are single-use with a given group. As with the writing, using randomness and "it doesn't have to make sense" to leave the environmental design to chance feels like you're avoiding part of the point of the exercise. The only point of entering the facility seems to be to try to find loot, but there's not much to be found. Assuming the players are stopping to interact with the rooms at all, they'll probably trigger the Snipe in the first room or two, and then what? Just keep wandering until they meet it again or find the exit?
(As an aside, I take it that "Trespass" and "Slumber" are references to the TOMBS system, so it's worth noting that I'm pretty sure TOMBS is meant as a guideline for planning story arcs, not to be included in modules as if it was a game mechanic.)
Theme: I like the idea of treating this 20th century practical joke as an ancient legend. I wish the nature of the snipe hunt itself was integrated in more ways than just the beast's changing nature. Like, what if the players were sent here as a practical joke by someone who doesn't think there's anything there? Could lead to some funny roleplaying after they're almost killed, and the guy can't understand why they're so mad.
Layout: Error in panel order. You've got "Henko Aquisitions [sic] Spike-Caps" on the cover and your actual cover on the inner flap (if book fold) or back pleat (if Z-fold).
Utility: Would be easy to run as you intend it, but I'm not sure it would be much fun except for groups that just want a monster to chase or be chased by.
Favorability: Aside from the creative theme, there's nothing much here that appeals to me, I'm afraid. Relying on the dice to tell the story is an aspect of RPGs I don't care for very much and you've removed everything except that, which probably just means we have polar opposite taste. We didn't have to make an adventure, so maybe this would have turned out better if it had been a pamphlet about rolling up a random monster... that's the strongest part of it and seems like the part you enjoyed most, so maybe it should have been five panels of Snipe and one panel of suggestions for incorporating a hunt into other adventures.