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Last week I asked /r/indiedev how I should animate the miner walking up stairs. You seemed to agree upon crab walk / gremlin mode:
r/IndieDev
7/9/2025
Content Summary
Developer u/SteinMakesGames shared progress on implementing stair-climbing animations for their game Dig Dig Boom, following community feedback favoring a 'crab walk/gremlin mode' approach. The post showcases code snippets and animated results, receiving praise for the characterful movement style. Comments highlight appreciation for the humorous animations and suggestions for additional effects.
Opinion Analysis
Mainstream opinion strongly approves of the quirky animation style, with multiple users praising its charm and humor. A minor conflicting viewpoint suggests maintaining weapon targeting during movement for combat relevance. The community values transparent development processes and humor integration in game mechanics. Debates focus on balancing aesthetic choices with gameplay functionality.
SAAS TOOLS
SaaS | URL | Category | Features/Notes |
---|---|---|---|
Steam | https://store.steampowered.com/app/2026040/Dig_Dig_Boom/ | Game Distribution | Wishlist functionality for pre-launch engagement |
USER NEEDS
Pain Points:
- Difficulty creating complex character animations
- Need for unique character movement mechanics
Problems to Solve:
- Implementing realistic/fun stair climbing mechanics
- Adding personality through movement animations
Potential Solutions:
- Using exaggerated "crab walk/gremlin mode" animations
- Implementing cartwheel/fall animations for descending
GROWTH FACTORS
Effective Strategies:
- Community-driven development process
- Iterative public feedback implementation
Marketing & Acquisition:
- Steam wishlist campaigns for pre-launch visibility
- Social media engagement through Reddit updates
Monetization & Product:
- Charm/character as product differentiator
- Potential feature expansion based on user suggestions (ladder effects)
User Engagement:
- Sharing development snippets and code examples
- Direct interaction with community in decision making