The second point – the pop culture-infused humor – is a toss up based completely on your personal tastes. Curse of the Zombiesaurus takes every opportunity to toss out pop culture references. Not that I am adverse to them (just look at the section headers), but there is a point where they stop being funny and become annoying. To its credit, Curse of the Zombiesaurus isn’t a habitual offender and does make attempts to craft its own jokes, though there’s a big section in the middle of the game where the game insists on cramming every Ghostbusters reference it can muster. I actually liked some of the jokes, particularly when Spooklings use Proton Packs to harvest ectoplasm, but there are limits.
Outside the arguably misdirected humor, Curse of the Zombiesaurus is as solid as any Kelfings game, though it isn’t problem-free. The structure build order makes a lot of sense, though at one point you are required to build two bridges, which make little sense in the grander gameplay scheme. Their insertion is random and feels like it was tossed in just to add another two buildings to the game. This issue also points to another issue, the map. I was able to squeeze all of my structures onto the map, but some sections are really small and make navigation tough once you drop some of the bigger buildings.
Curse of the Zombiesaurus also contends with two odd glitches. For whatever reason, I had a hard time getting a few of my Spooklings to return resources to their respective buildings. Instead, they just harvested and dropped things, requiring assigning someone as return man. I also noticed a few path-finding hiccups. A Spookling will suddenly hit a space of the map, spin around for a bit, then head on their way. It wasn’t game-breaking, but still odd.