I'm about two sessions away from wrapping up my campaign for this system, and while my players and I do enjoy it, I do have some feedback on things that could be improved...
Let me start with what I like, though. For one, the art in the handbook is great, no doubt about that. It makes the whole thing pretty aesthetically pleasing. On top of that, the character creation is super streamlined, which is always convenient for new systems as it avoids 30 minutes to an hour of trying to explain the rules to a player.
I believe this system is more of what they call a "cinematic" system that's got a big emphasis on player interaction and plain ol roleplay rather than just the numbers, which I imagine should appeal to a lot of players. I've witnessed a lot of really heartfelt moments between my players' characters, something that I think is easier to come by when a system isn't super crunchy or strict.
Despite this, I think the biggest thing is that the game could use more mechanics, a progression system or something to give it at least a *little* more structure. I found that some scenes that weren't directly driven by characters (especially those where combat was involved) were slowed by the simplicity of the Polymorph style rolls, and thus I as the AM have kinda struggled to create engaging backdrops or challenges for my players. This could be partially remedied if any "preset" adventures end up being made though.
IMO some existing mechanics could use more elaboration as well. The whole broken-ness meter was a neat concept for integrating abstracting, but I never really let anyone reach 9 broken-ness just because I didn't think having a player completely lose a character to a bad roll was an interesting or fun gimmick.
I think, for the most part, it's certainly serviceable as a specialized TTRPG for the TADC universe, but it definitely struggles the more sessions/adventures you have in a campaign like I said before... you'll have your fill around 5-6 sessions in.