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Everything is going to CRAB!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity! Is it unique? | #2 | 4.400 | 4.400 |
The Writing! Is it enjoyable prose? | #4 | 3.800 | 3.800 |
Overall | #6 | 3.600 | 3.600 |
The Transformation! Is it a cool TF? | #6 | 3.600 | 3.600 |
Excitement! Does it make you want to play it? | #8 | 3.200 | 3.200 |
Extras? Bells and whistles besides the writing? | #8 | 3.000 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This one is so fucking wild, I really love the gusto, and all the crab. The sheer open and improvisational heavy structure would be the only thing that makes me hesitate to run it.
System
My own system inspired by Nightmare Unleashed
Team
I worked alone on this project
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Comments
I'll admit, I was not expecting much from this game going in. The gaming world is full of properties that find a clever, absurdist title that could grab attention for long enough to merit a second glance, then break for lunch. I was pleasantly surprised to learn that "Everything is Going to Crab" is not that. Instead, it takes its concept and runs with it, going all in on the ridiculousness with gusto.
The Town of Dang d'eau is packed to the brim with locations and more characters than one can fit on a run down bus on the outside of town, with a ton of opportunity for quirky roleplaying for both players and GMs. A good many of them got a chuckle from me, and they all have just enough for a GM to work with, but not too much so that they become inflexlible. These personalities, local landmarks and happenings fill the town with life and the game with opportunity. There is a goldmine of story potential here.
The biggest drawback, it seems, is scale. The goal of the game is to convince as many NPCs to join your cause as possible, or at least get them out of town, while enemy infiltrators and random events throw up hurdles. Its solid enough to provide escalating ridiculousness and hold a story, but the sheer volume of NPCs at the core of this central premise seems quite daunting, with a danger of repetition for both players and GMs. At present, the game is a sandbox, with some goals, lots of toys, but no clear rules on how a GM might string those together. A little more structure to the game might help bring some order to the sandbox and prevent burnout from the repetition of such RP heavy interaction required for so many characters.
Design-wise, the game is well presented, with popping graphics and clear formatting that make it easily readable and referenced, and the writing itself is amusing enough to pull the reader along. Mechanically, the system is simple, but seems like it is robust enough to get the job done. This is actually a pretty good looking game.
All in all, a ridiculous game that embraces its absurdist angle with pride and manic energy. Even if you don't end up playing it yourself, its one of those games where the manual alone is a lot of fun just to read.
Oh wow, thank you so much for the detailed review.
You bring up some great points and I will have to think on how to improve the game to ensure a smooth experience for GMs and Players.
If I could give this review 10 thumbs up, I would :)
The art, the NPCs, all the coastal town wackiness-- such a cute game!! Crab transformation didn't really cross my mind until I read this!
Hey, thank you for trying out Everything is going to Crab! Glad you enjoyed it :)