Sometimes, it takes days and days to play through a game and get a feel for its strengths and weaknesses. Sometimes, however, it takes hours. Usually, as in the case of Atom Zombie Smasher, this is a bad sign.
In this middle of an alternate history version of last century, zombies have sprung up. As the leader of a society, you must try to save as many people as possible while fighting off the zombie threat.
The “meat” of Atom Zombie Smasher is the rescue/attack portion of the game. In it, you are given a handful of “squads” with which to repel increasing hordes of zombies. While you’re trying to kill the zombies, you must also try to evacuate civilians. If zombies (represented by purple dots) run into the civilians (represented by yellow dots) then there are suddenly more zombies and fewer civilians. This is, obviously, not a good thing.
The biggest problem though seems to be the strategic map. The whole progression of the game is based on a scoring track. Evacuating civilians and capturing towns get you bonuses. The issue is that, every turn, the zombie faction gets more free units than you can reasonably be expected to deal with. This gives them more points which makes it harder and harder to keep up.
Now, it may be that extended practice and experience might help mitigate these problems. It might also be the case that I might just not be a solid enough tactician to make the game tractable. I’m willing to accept that either of these might be the case. Unfortunately, the frustration that the perceived (if not actual) balance issues cause mean that I have no interest at all in exploring these possibilities.
Atom Zombie Smasher: 0