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App description: "An MMA simulator as beautiful as the bloody and bruised fighters it celebrates, MMA Manager is nevertheless fun and well-constructed" - Bronze Award from PocketGamer

"MMA Manager is a great management sim to pass time or any train journey or whenever you get a spare moment. It is deep enough to allow you to feel like you are running things without ever being too overwhelming and will keep you entertained for many an hour. A must for any MMA fan." - Michael Dalgleish, Zero1Gaming

"You must go on. You cant go on. Youll go on. All for 10%." - Josh Rosenblatt, Vice's Fightland

Take on the role of a MMA manager in the modern fight business. Manage your gym and build your fight team from the local scene to the heights of managing world champions in the top promotions.

This is your fight team. Recruit fighters from multiple weight classes and hire coaches to train them.

Negotiate with leagues, book fights, and guide your fighters up the ranks to win titles.

An open-ended game in a simulated MMA world with 10 different fight promotions and at least 940 AI fighters.

Wide range of procedurally generated fighters with differing appearances, skills, stats, martial arts backgrounds, records and personalities. Fighter appearances can vary in hair styles, colours, tattoos, skin tone, facial hair and cauliflower ears.

AI Fighters will age out, fight each other and move up and down the rankings.

Fully Simulated player fighters and personalities including greed, happiness, bad habits and career goals.

Manage your fighters careers, keep them happy but remember you can always get rid of them.

Complex fight simulations with a huge number of possible combinations of action that can make up each fight.

Corner fighters and influence key moments in the fight.

Different martial arts styles affect what techniques fighters can use. Fighters can learn new styles from their coaches.

Deal with issues like missing weight, injuries, and PEDs.

Upgrade and equip your gym with the best equipment to compliment your coaches.

Caffeinebomb's comments:


Hi! We've just released MMA Manager. Unsurprisingly it's a MMA Management game, (think Motorsport Manager but for MMA). It runs on everything on iOS 8 and above.

The core of the game is to run a fight team, recruit fighters, train them, corner them in fights and win championships while trying to get your fighters to the best leagues in the world.

Bit By Bit is just the two of us and we've done a lot of simulation coding over the years on games like Black & White 2 and Fable 2 and 3, so the fighters, promotors and coachers are all procedurally generated and have unique looks, names, personalities and skills. So your experience is different on every play through.

Feature List
  • - An open-ended game in a simulated MMA world with 10 different fight promotions and at least 940 AI fighters.
  • - Wide range of procedurally generated fighters with differing appearances, skills, stats, martial arts backgrounds, records and personalities. Fighter appearances can vary in hair styles, colours, tattoos, skin tone, facial hair and cauliflower ears.
  • - AI Fighters that age out, fight each other and move up and down the rankings as part of a full simulation.
  • - Complex fight simulations with a huge number of possible combinations of action that can make up each fight.
  • - Real world dilemmas like fighters missing weight, getting injured, and PEDs.
  • - Players corner fighters and influence key moments in the fight.
  • - Different martial arts styles affect what techniques fighters can use and they can learn new ones.
  • - More on http://mmamanagergame.com/

Our launch trailer:
09-03-2015, 11:09 AM
#2
Joined: Aug 2014
Posts: 271
I almost pushed the buy button but then i noticed the iap's. I would like to know what they are about before jumping into the ropes.

09-03-2015, 11:55 AM
#3
Joined: Apr 2013
Location: Guildford, UK
Posts: 45
No problem. Short answer, they're completely superfluous to the actual game and there's nothing in the game that makes buying them necessary. But we're hoping they do slightly make up the difference from pricing the game at the low price of $1.99 US when it's six months work for the two of us who worked on it. We priced the game low because we want the maximum number of people to play it and are very proud of it but our experience with freemium hasn't been great either as devs or as players.

(Very) Long answer:
They're part of our investment screen, that lets a player top up their in-game bank balance in case they completely run out of money and are facing game over but really really want to keep playing with the same gym and fighters instead of just starting a new gym from scratch. More importantly, they're not the only way to do so and are really only there for players who want to continue with the same gym or basically flick the game to easy mode and the money only affects the gym sim part of the game, the fight sim is completely unaffected. We largely modelled the investment screen on the one in Motorsport Manager after talking about it with Christian West who made that game.

The idea is, the game has a game over point (in our case when you get too far into debt and the bank forecloses) and that's fine. A lot of players will be happy with that and you balance the difficulty for people who are happy playing that way. But if some players want to extend that game a bit, then let them. His experience with Motorsport Manager was that some players actually asked for this feature and that as long as it's unobtrusive or pushy there was no reason not to. In our case, you can access the investment screen at any point, but the only time we every actually tell you it's there is when you're about to hit game over. Our extended play testing usually indicated that even if your game goes really really badly, most players never hit game over before the end of the third game year and that usually occurred in around 2.5 to 3 hours of play.

This is the investment screen:


The main way any player is hopefully going to extend their bank balance is going to be take out a loan. The loans factor into the business system and you pay them back over time, but can only take one out at once. They're ideal for situations such as almost getting a fighter into the top league where the money really starts rolling in. After that, little rewards for liking our FB page or following/finding us on twitter are mainly so we can get another way of interacting with players. For example we submitted our first update today and it has a feature one of our first players asked for in it by using that twitter button to find us on twitter. There's also the option there to watch a Unity video as well.

The IAPs are the buttons at the bottom of the screen and to put them in context, $200,000 is twice the amount of money you start the game with and a fighter in the top 15 of the top league in the game can make between $100,000 and $200,000 for your gym per fight.

I hope that helps settles your concerns, thanks for asking . I'm more than happy to answer any more you have!

While I'm here, we've uploaded a walkthrough of the first 10-15 min of the game and Fightland have published a very nice article about the game:
fightland.vice.com/blog/new-video-game-lets-you-live-the-life-of-an-mma-manager


Youtube link | Pop Up

Apologies for the Scottish accent, if you want a laugh I suggest turning on closed captions.

Last edited by Caffeinebomb; 09-03-2015 at 12:06 PM. Reason: Smaller investment screen image
09-03-2015, 12:33 PM
#4
Joined: Aug 2014
Posts: 271
[QUOTE=Caffeinebomb;3672637]No problem. Short answer, they're completely superfluous to the actual game and there's nothing in the game that makes buying them necessary. But we're hoping they do slightly make up the difference from pricing the game at the low price of $1.99 US when it's six months work for the two of us who worked on it. We priced the game low because we want the maximum number of people to play it and are very proud of it but our experience with freemium hasn't been great either as devs or as players.

(Very) Long answer:
They're part of our investment screen, that lets a player top up their in-game bank balance in case they completely run out of money and are facing game over but really really want to keep playing with the same gym and fighters instead of just starting a new gym from scratch. More importantly, they're not the only way to do so and are really only there for players who want to continue with the same gym or basically flick the game to easy mode and the money only affects the gym sim part of the game, the fight sim is completely unaffected. We largely modelled the investment screen on the one in Motorsport Manager after talking about it with Christian West who made that game.

The idea is, the game has a game over point (in our case when you get too far into debt and the bank forecloses) and that's fine. A lot of players will be happy with that and you balance the difficulty for people who are happy playing that way. But if some players want to extend that game a bit, then let them. His experience with Motorsport Manager was that some players actually asked for this feature and that as long as it's unobtrusive or pushy there was no reason not to. In our case, you can access the investment screen at any point, but the only time we every actually tell you it's there is when you're about to hit game over. Our extended play testing usually indicated that even if your game goes really really badly, most players never hit game over before the end of the third game year and that usually occurred in around 2.5 to 3 hours of play.

This is the investment screen:


The main way any player is hopefully going to extend their bank balance is going to be take out a loan. The loans factor into the business system and you pay them back over time, but can only take one out at once. They're ideal for situations such as almost getting a fighter into the top league where the money really starts rolling in. After that, little rewards for liking our FB page or following/finding us on twitter are mainly so we can get another way of interacting with players. For example we submitted our first update today and it has a feature one of our first players asked for in it by using that twitter button to find us on twitter. There's also the option there to watch a Unity video as well.

The IAPs are the buttons at the bottom of the screen and to put them in context, $200,000 is twice the amount of money you start the game with and a fighter in the top 15 of the top league in the game can make between $100,000 and $200,000 for your gym per fight.

I hope that helps settles your concerns, thanks for asking . I'm more than happy to answer any more you have!

While I'm here, we've uploaded a walkthrough of the first 10-15 min of the game and Fightland have published a very nice article about the game:
fightland.vice.com/blog/new-video-game-lets-you-live-the-life-of-an-mma-manager

YouTube: video
Apologies for the Scottish accent, if you want a laugh I suggest turning on closed captions.[/QUOTE

Thanks a lot for the answers. Now i can push the buy button without concerns of stepping into a marketing trap, wich i hate.
09-03-2015, 12:51 PM
#5
Joined: Apr 2013
Location: Guildford, UK
Posts: 45
You're more than welcome. It's an important question to ask, and tbh I'm glad to have got the opportunity to answer it here without appearing to be just bumping the thread.

Hope you enjoy the game.

Here's some tips that should help:
  • - Make sure your coaches shore up your fighters weak areas. Better to have a Fitness coach improving fighters rubbish cardio than improving their best stat. Once you get a bigger gym, you can mix and match a bit more.
  • - It’s worth trying to keep all your fighters being the same general type to make tracking that easier.
  • - Cross training is important to try and improve your fighters all around, it's slower than a coach but when you've a small gym spending $100 or $200 per fighter a month on the skills your coach isn't training helps keep your fighters from specialising.
  • - Buy Gym equipment that helps the stat your coach trains in, you're fighters will learn even faster.
  • - Tale of the Tape coaches advice generally points you in the right direction, but if you find that's not quite doing the trick, the traditional MMA approach of turning intensity to High and keeping on the fight on the feet in hope of a knockout is worth remembering.
  • - If you get an event in the final round of the fight and it offers a takedown or a finish, take those. Best chance of getting the finish when the other fighter is tired and the Takedowns score points and could tip the fight your way.
  • - Try and select the option that suits your fighters in events. For example if your fighter's opponent has better submission defense than your fighter's offense, choosing to go for a submission or counter-submission can be more difficult than sweeping so your fighter is on top.
  • - Don't be afraid to release fighters if they're doing particularly badly. A losing streak is no-ones friend. I generally take a look at recruitment every month or two and see if there's anyone better than my current fighters. Investing in Dorms will attract a better class of recruit too.
  • - As soon as you get out the first year, upgrade the Gym to the next level as soon as you can afford it. Better gyms attract better fighters.

Last edited by Caffeinebomb; 09-03-2015 at 05:19 PM. Reason: Adding another tip
09-05-2015, 04:42 PM
#6
Joined: Apr 2013
Location: Guildford, UK
Posts: 45
We've submitted our first update to Apple and to celebrate, I've posted some Promo Codes for the current version HERE.

Updates include:
  • - Major balance changes for the Fight Simulation to make it a little less random
  • - A new Team History screen inside the Gym screen
  • - Fight booking now gives you a complete stat comparison of your fighter vs the potential opoonent.
  • - Various performance and text tweaks.

We've also posted some more tips and some details on an infrequent issue we found (and fixed) at our blog MMA Manager Tips
09-05-2015, 05:59 PM
#7
Joined: May 2012
Posts: 3,627
Anyone tried this yet?
09-06-2015, 07:25 AM
#8
Joined: Jan 2015
Location: Liberty city
Posts: 2,770
This game looks right up my alley. Mma and mansgement. Leave review soon...

Edit:
First of all this game is fun. I thought when I first glanced over it was just a text game with limited menus. Total opposite . The recruitment is fun . You get to pick coaches, fighters with different martial arts and match with coaches with the arts if u can , even sponsors for fighters to boost income . I look more for rep for fights more than money. Just like a great management game this has it all. So many things that are worth noting about this game. 4 stars.

Last edited by Jayg2015; 09-06-2015 at 08:00 AM.
09-06-2015, 02:59 PM
#9
I'm hoping the balance changes will help win fights more consistently. I understand upsets happen but when my guy is 20+ points ahead in both striking categories and even elsewhere, it's frustrating to not even sniff a win.
09-06-2015, 03:16 PM
#10
Joined: Apr 2013
Location: Guildford, UK
Posts: 45
Quote:
Originally Posted by mtsouth View Post
I'm hoping the balance changes will help win fights more consistently. I understand upsets happen but when my guy is 20+ points ahead in both striking categories and even elsewhere, it's frustrating to not even sniff a win.
They definitely do, we've spent several days working on them based on feedback from reviews, test users and other forums and brought the balance to a much more player friendly feel while still maintaining a decent level of challenge.

The good news is Apple have granted us our request for an expedited review and hopefully it should get through in the next 24 to 48 hours .

We've also added a few new features (mostly based on feedback so feel free to make suggestions!) that we think should help with selecting winnable fights:
  • - New "Reality TV" mode selector for the fight simulations to make them a little bit easier on the player if you just want to coast through. Not outright easy, but definitely in the player's favour.
  • - Fight booking now gives you the same Stats comparison as the Tale of The Tape so you can make a better judgement on if your fighter is ready for the opponent. This one genuinely surprises me how big a difference it makes to the way I book fights.
  • - Team History screen inside the Gym screen so you can track your Team's overall wins/losses/etc and see what titles your fighters have won over the years.

Last edited by Caffeinebomb; 09-06-2015 at 03:16 PM. Reason: formatting