Mimpi Dreams out now on Apple TV. $2.99 Universal. https://twitter.com/AppleTV_Gaming/status/710435937923309568
How the controls work Here, at Silicon Jelly, we finished the game several times using the Apple Tv controller. You can see how it works.
Let me first say, this game is really great. Nice variety of puzzles, great art, really cute. Having said that, this is a weird case of a game that is probably phenomenal on an iPad (I haven't had a chance to try on iPad yet, but will soon), but not so great on Apple TV. I tried with both the remote, and a controller. It works, you can get through the puzzles, and I think you did as good a job as you could with the implementation. Really, for what it is, you figured out probably the best way to handle remote support with the snapping. But I found it a bit annoying - particularly always snapping to the balloons, which I wish I could turn off altogether. I also found myself really wanting to touch the switches, rather than try to wiggle them around with the remote - it's very clunky, and the puzzles were obviously designed for touch input. The walking and jumping, however, of course work perfectly - I find that much easier on a controller than the remote. In the best of all worlds ...and I know how long development takes, and how hard it is, so I'm not suggesting you do this... but... a TV version that had remote or controller control as a core element, rather than an afterthought would be the best for this game. It would involve a lot of rethinking the puzzles, and I'm not sure you want to go there... unless of course you were also considering Steam or xbox etc... I'm not sure the Apple TV market is big enough to warrant that much extra work by itself... Anyway, just my opinion - I'd love to hear what other folks think. This is definitely doable on TV, but I don't believe it's the best place for it.
I think the trackpad-like solution for interface is pretty good. I've been playing Dragon Mania Legends on Apple TV, it mostly uses touch area on Siri Remote as a trackpad and an on-screen cursor, and I've had zero problems with it. I guess it's also not that hard to implement , compared to snapping to objects.
Thank you! That was actually pretty good review and I fully agree with you. I designed snapping controls and upgraded a lot of code to make this work, but as you said the whole puzzles would have to be redesigned for this controller. Thank you for your honest opinion
We had trackpad solution in the first place and believe me it was slow and clunky much more than this snapping solution :-/
Sure! Great job programming those controls - like I said, it's probably the best solution under the circumstances. If there's one thing I'd like to request, it's a way to turn off the hint balloons. Maybe under options? Only if it's an easy thing, because I'm sure not too many people would use that option even if it were available. Anyway - love the art, animation, story... you all made a really sweet game, I hope you're doing well with it.