There is something about the vibe of the setting of Mutant Crawl Classics, that reminds me of the RPG Paranoia. Both a futuristic, fallen worlds, who has forgotten their past, and where the characters are living in the ruins of a past society trying to understand the simplest high tech phenomena, that we as the players and the audience can recognize as simple kitchen utensils. MCC takes the setting further into the weird and apocalyptic than Paranoia does by referencing movies like Zardoz and Omega Man, and also the Sequel to Planet of the Apes, Beneath the Planet of the Apes, and Logan’s Run are obvious references.

The system is based off of Dungeon Crawl Classics, and mostly it has two flaws. It is an incomplete game that claims to be a standalone game, but you really need to have access or knowledge of DCC to play it, and even then, the rules are still incomplete, vague and maddingly lacking. Not in the manner, where it is up to the GM to make a ruling or decide what to do, but simply explaining or describing the rules making it a complete game system.
The adventures have so far been fun and playing the level 0 funnel is as with DCC a fun experience. We are right now playing the campaign online and doing it as a stand-in for our regular campaign, since we cannot meet up physically right now. It feels like a system mostly for one-offs or brief campaigns, and that works fine for now.