Yeah, sorry. Looking it over now I can see how it's kind of over the top. That's something I can work on in the future for sure, especially when it comes to using the word "really" (will try and keep it to a minimum here).
I was surprised by what Greg came out with though. I knew he wrote well regarded adventures, but when it came to this game he seemed vague and not willing to talk about it, so I kind of just assumed it was something he was phoning in real quick just to get away from Labyrinth Lord. Also, he came across as... we'll say overly confident. What came out was
really good though. This was certainly made by someone who cares about early D&D and understands how important artwork is communicating the tone that made that era of dungeon delving so creepy and terrifying.
As for the rules, I've played a lot of AD&D; it wasn't much of stretch to see how similarly this game would play. And what rules I didn't like from AD&D (% Strength, for instance), I could see how he went about "fixing" them. I don't think I'm alone in this; you could float houserules to most veteran OSR players and they would immediately get a feel on how they would effect the game. One of the benefits of having such a simple system.
Anyways, was impressed with what I saw and like to acknowledge hard work when I see it. It's a neat feeling to see someone that "gets" something the same way you do.
@Warpiglet-7 nailed this. It's very much a different take on the monk. So much so, I think this is one of the aspects of Dragonslayer I'm hesitant about. It seems a little OP...
One last thing that's worth mentioning, is that many of us who are into retroclones don't actually get to play them nearly as much as we like. Just finding a group to game with that fits your schedule is hard enough; playing anything other than the current version of D&D is even harder!