
Gladiator Manager is a sports management and tactical battle simulation game.
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
quit the o;d school fun tekst game would love to have a gladiotor type game which would be high end like the old boardgame by avalon hill
The game is fun enough to overlook some of its glaring issues. The meh: It is horribly optimized. It takes 3 to 5 minutes to load a save file. Some of the classes got less attention then others. Barbarian is straight up awful and Rouge is just ret light. While defender and leader can buff the entire team. Gladiator wins any 1 v 1 except against rets, rets are the single best unit in the entire game. Once they win their 1v1 they can sweep the legs to assist other fighters in gaining xp. Freestylers are the jack of all trades, masters of none, who can potentially fill any roll and can be used if you are unsure what your opponent is going to throw at you. Bare bones game play. Lack of information. I lost 20+ control on a turn where I hit them and they missed me... and it didn't show a single dice roll in the detailed report screen. Which was frustrating. Bull$#!&: I click start fight. I charge my opponent. I hit em. Knock em down. Crush their skull like a grape. 0 xp. 0 match rating. W.T.F. Next fight. I slowly approach my opponent, helping them to steady their balance. Making sure they don't fall and hurt themselves. Then I make a "safe" attack so I can try and get some xp this time. I hit their right leg for ~30 damage and bruise their hip. The fighter yields. 0 xp. 0 match rating. I quit playing for a while and try to figure out how the game is actually supposed to be played. The Rng. It's the weakest part of the game hands down. But it's still not horrible. I've seen it done a lot worse in so many other games. The D20 system is obviously the best. But can get frustrating. I always seem to have one fighter who rolls a critical failure once per fight and I can count on one hand the number of times an opponent has crit failed. Dynamic is a joke. The one time I tried it my custom gladiator had single digits in every stat and his highest skill ceiling was like 30. Meanwhile, my first opponent had a fighter who's lowest stat was 69.... My first fight of the game. Ridiculous. Did I get one of those. No. No, all my guys sucked. Hard. The good stuff: Simple rock paper scissors mechanic that is properly implemented. The correct type of fighter can punch up, the higher level ones can punch up even higher. More tactical depth then games with the word "tactical" in the name. You get to see your opponents roster and have to figure out which of your fighters have the best chance to succeed. Even the parry dodge system is actually better than you'd think it be. Some fighters can only poke at you. Some teams have modifiers which favor one over the other. Well done sir. I'd like to shake your hand. Impact stats. You definitely feel the difference between a low level fighter and a high value fighter. Maybe a little too much. For example. If you have a 100 strength fighter and you go against an opponent with 20 toughness, your fighter bypasses armor and deals anywhere from 500-2,000+ damage to whatever body part they hit. Which is insane as body parts only have 100hp. This theoretically should be an uncommon occurence. But. Your custom gladiator can achieve this very easily. And depending on your rng settings... Uh... Yeah. I can happen. Men AND women fighters. It's a small thing. But It means a lot to me personally. Cus I love customization, and womanz. Would I rather stare at mens all day or feminines? Come on. It's just science. It's a feature painfully missing in some games... and even if you want to add it in a mod you have to add a terrible, bloated mod and even then the functionality of it doesn't work right. Not in this game though. Customization options. Honestly. I probably could have put this up in the meh section. But I did create 6 different people who do look singular enough. The clothing options are really the only bad part. There is like 3 different options and none of them are great. In summeyation: It's a fun game. Enough moving parts to be engaging. It's not deep enough to play for any substantial amount of time. It feels like demo, or a proof of concept. It feels like it would be super easy to make a second game with all the missing mechanics implemented. Better training mechanics, dynamic events, weapon and armor smiting/management, surgery/recovery, drugs, expanded perk system, different tournaments, better scouting, variations in buying fighters. Like, for example, lets say you go to a town to fight, you could visit the jail and get criminals, or the slave auction or the stands. Could be fun. There is, a lot, that feels like it could very easily be bolted onto this game that would improve the depth immeasurably. This game truly isn't bad, it would just be easy to make it so much better. And I mean, I think I picked this up for a couple bucks. So, great value.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a pretty good all-around team management strategy game. I disagree with some of the other comments that the combat is just wild RNG. Once you understand the mechanics and if you read the detailed log you will figure out strategies to exploit strengths and weaknesses, particularly if the control mechanic is in your favor. It's very satisfying defying the odds and winning from an underdog position, or scoring an overwhelming victory in an even matchup. The damage and injury system is pretty well done although it can be frustrating scoring numerous good hits without inflicting significant damage to the opponent. There does need to be an RNG/luck element to the damage otherwise the fights otherwise the outcome would be much more RNG/luck depending on whether you hit or miss you first few attacks. Strength and toughness seem to be the most important attributes as they can swing the damage RNG/luck heavily in your favor. The class system is pretty well done. Each of the different classes plays differently and are fairly well-balanced although I think . Tier 1: Rogue, Retarius, Defender; Tier 2: Gladiator, Freestyler; Tier 3: Barbarian, Leader. Barbarians are inconsistent because they have vulnerable armor and leaders seem kind of weak but they are intended for large fights of 3v3 or 4v4 so it only makes sense to carry one quality Leader on the roster. Some of the higher level perks seem a bit overpowered but it's also quite difficult to preserve you combatants long enough to unlock them. The biggest issue I have with the game is the schedule is quite grueling and the large volume of matches dilutes the importance of each individual one. There are few off weeks during the season, especially if you are contending for "The Cup" and it's a bit of a grind. Kind of like in baseball it doesn't matter if you lose some games, whereas in football each win or loss has much larger weight on the success of the season. Other than the schedule, there are some other potential areas of improvement, specifically around the recruiting and roster management. The progression is simple and in the early game there isn't any value in developing prospects because once you approach peak levels of reputation and popularity you will gain access to much stronger fighters. It seems the AI is too reluctant to release badly maimed fighters so some of the AI teams struggle with lack of depth. It's also too easy to "reload" your roster with very strong fighters once you reach the peak. It's feasible to field a team of only criminals (free to recruit, 0 salary, temporary contract that can't be renewed) and win the league.
Fun game if you like text-based sports management games. Not a lot of gladiator management games out there, this is the best one I've played.
Good core options, great historical theme, feels realistic, love the stats. Not easy, so I could see impatient players not giving this time to breathe. Completed my first year. Finished in last place after winning my first two matches. Anyway, I love gladiators, and this game is much, much better than the other ones out there. I get an OOTP and TEW feeling playing this. Very addictive sim. GUI could improve maybe add some more bells and whistles. I found combat to be too complex run manually, so have been using Live Quick Sim. Hard to find good talent to sign if you lose all the time (bad cycle). Highly recommend if you like text sims, management games, or gladiators.
If you like crunching numbers and trying to understand how to "beat an AI created by these guys, whoever they are" then this is a fun way to do so. I do feel like "these guys" are trying their best and giving me a mathematical system I can understand and try to beat. Keep in mind there's a lot of RNG in there but the RNG feels fair: I've won fights I thought I would lose and vice versa. I'll keep wasting my time trying to beat this game. Fun.
Great game, if you don't like RNG you can disable it. It gives you great personalization, different starts and a really interesting way to climb the stairs of fame. You can also pucharse gladiators from different origins, from slaves to already strong gladiators. You can also accept criminals into your group, they gonna work for free but they gonna leave after x time. (As they're serving their sentance in your ludus)
Yes
I honestly want to love the game. Recently found a mobile game with the same name, wanted to play on pc. This is not it. The RNG in this game is just broken. The first year, hell the first match, you're going against opps with 200+ stats and you're barely recruiting over 50. If you like CnB torture or ever wanted to play a Souls game with no control over the fights go for it, but it's bad.
Ottimo potenziale ma un gioco a metà. Non si discosta molto da altri prodotti simili, ma ha alcuni aspetti che lo rendono noioso e poco avvincente, sebbene si veda la cura degli sviluppatori (al netto degli ovvi limiti in termini di risorse, ma d'altronde lo valuto considerando la fascia di prezzo). Buone alcune meccaniche e molte idee, si prende una squadra di gladiatori all'infimo livello e si cerca di portarla ai massimi attraverso delle leghe dal sapore calcistico/sportivo: e già qui una maggiore aderenza storica lo avrebbe reso più affascinante. Possiamo scegliere 7 categorie di gladiatori, di tre diverse estrazioni: cittadini, condannati e schiavi. solo i primi vogliono un salario, ma sono quelli su cui si può puntare perchè gli altri hanno un numero di incontri predeterminati. Ecco, qui abbiamo il problema dello sviluppo: crescere un gladiatore è costoso e richiede anni, ma il più delle volte riporta danni fisici permanenti eccessivi, che ci costringono a congedarlo. Manca un sistema di "accademia", le possibili assunzioni sono molto random, basate su quello che ci viene offerto A seguire, la gestione economica permette poca strategia e soprattutto diventa un limite enorme per quanto è centrale. Poi, i combattimenti live, a turni. Ecco, qui l'iniziativa gioca un ruolo troppo importante, per ora, e non poter fare la prima mossa (lo schieramento) quasi sempre finisce in un massacro dei nostri. Combattimenti troppo lunghi e sfiancanti, molto basati sul tiro di dadi, con conseguenze nefaste (infortuni lunghi e mutilazioni perenni) che in un attimo mandano in malora ore di gioco. Tutto molto basato sul caso. Sarebbe bello se si potesse essere "assunti" come manager da altre scuderie, o acquistare gladiatori da altri: questo sarebbe, nel caso, un vero sviluppo verso le vere dinamiche di un gioco manageriale.
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