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Slam Mania (accepting beta testers)

05-05-2016, 10:09 AM
#11
First batch of testflight invitations sent! Reminder that to get added, you'll need to PM me with an email address so I can add folk as external testers.

Some notes on the beta:
Please start with 'practice' mode. It includes onscreen guidance for the controls, and some contextual hints.
In any of the game modes, you can tap near the top of the screen to exit back to main menu.
Winning (or losing) a match will also return you to the main menu.

The ring is placeholder art - no crowd, no referee yet. At this time I'm looking for feedback on the control scheme and core gameplay. I'll add a poll later to show some of the directions being considered for art.

The control scheme is as follows:
Left side of the screen is used to move left, right, or up/down.
Horizontal swipes on the left side of the screen cause the player to run.
You can climb the top left/right turnbuckles.
You can jump out of the ring after an opponent has been thrown out.

The right side of the screen is used for actions. The controls depend on context. There are five gestures.
For example, when standing:
- Tap to punch.
- Swipe up for a leaping kick.
- Swipe down to duck (can be used to flip a dashing opponnent)
- Swipe towards opponent to kick.
- Swipe away from opponent for elbow smash.

To begin grappling, walk into opponent. You can zig-zag towards them to avoid being hit on the way in. While grappling, the first player to tap will initiate a headlock. From headlock, each gesture maps to special moves.

Anyone familiar with the original Mat Mania is probably familiar with it's "rule of three" which was used to prevent the player from just slamming the opponent over and over leaving them unable to escape. In Slam Mania, this is replaced with a rage meter. If a player gets knocked down/slammed several times in a row without being able to hurt the opponent, they'll briefly become enraged, and be temporarily immune to being dizzied or countered/headlocked.

To pin, swipe down while standing next to a downed opponent.

No need to ever button mash - everything (counters, technique) is timing-based.
05-06-2016, 06:49 AM
#12
Joined: Nov 2012
Posts: 441
i can't wait to try this game which seems to be very interesting

10-21-2016, 12:32 PM
#13
Beta has been belatedly refreshed, with 3 new computer-controlled fighters to take on.
The in-game tutorial ("practice" mode) is still bare bones, so feel free to ask here with any gameplay questions.

If you want to be included in the beta, please reply to this thread and most importantly PM me an email, so I can add you to test flight.

Looking to get a better sense of how many folk might be interested in this when it's released, to help me budget how much more to invest and where.

At the moment, additional planned characters include:
- a jobber
- female character based on Gertie the Grappler
- character inspired by Chin Tai of double dragon
- a hulking giant


Youtube link | Pop Up

Last edited by Stroffolino; 10-21-2016 at 12:36 PM. Reason: updated youtube link
10-27-2016, 08:25 AM
#14
Preparing for a new spin of the beta this weekend, targeting new testers.

Changes include placeholder crowd/referee, UI and AI enhancements, improvements to the tutorial, and ability to share replays.

10-31-2016, 04:47 PM
#15
Beta updated this morning! For existing testers, please play at least one match to conclusion (win or lose) with wifi enabled. There's a new developer feature incorporated in this build that will post a tiny anonymous file (less than 2k) after a match, which will let me review a replay of battles.

Plenty of room for more testers - I'm especially looking for folk that remember and love the original arcade Mat Mania / Exciting Hour / Mania Challenge games.
11-04-2016, 02:12 PM
#16
I've added MFI controller support in my local build - still experimenting with control mappings, but looking good.
11-29-2016, 12:21 AM
#17
Now that MFI controller support is working, I'm thinking it might be worthwhile adapting this for AppleTV as well.
In the meantime, here's a work-in-progress snapshot updating the placeholder crowd art.

01-31-2017, 10:06 AM
#18
Progress snapshot! Crowd/ring improvements and first look at referee.


Youtube link | Pop Up
01-31-2017, 11:53 AM
#19
I want to test

Hay..... Buddy.... I would love to test your game

testflight id: maisuman87@gmail.com
03-17-2017, 11:46 AM
#20
Just refreshed the beta with some significant changes, most recent including:
1) quicker punch recovery, making it easier to exchange punches (for new players)
2) new, easier first round 'jobber' opponent
3) placeholder animated announcer
4) easier off-the-ropes attacks

Still could badly use a proper guided tutorial, but hopefully it's getting more accessible with each round of changes.

Two new opponents are being produced, which will bring the roster up to 6 unique wrestlers, with two more still up in the air.

After that the focus will shift to tightening up online multiplayer support, the AppleTV port, and construct-a-wrestler mode.
Plan is for every wrestler and move to be unlockable and customizable.