Hi everyone,
Two months ago I posted here about the debug panel I rebuilt with bevy_feathers for my game (you can find the post here : https://www.reddit.com/r/bevy/comments/1w8spyi/built_full_debug_panel_using_bevy_feathers/), it got way more traction than I expected for a dev tool post, so I wanted to thank you all for that !
I also wanted to give a small update on the game itself since then, and mostly to say thanks; these posts are really motivating me and encourage to keep going !
The game is called Sizzling, to resume it very briefly; it's a relaxing exploration based incremental game, you launch a ball that paints color over a huge seed generated world, you earn ink, buy upgrades, discover world mysteries and push further on each run
Today the game got approved on Steam, I made a trailer for this announcement step, you can find the Steam page here : https://store.steampowered.com/app/5008130/Sizzling/
I also shared it on r/incremental_games earlier today and the feedbacks there were really warm, which is a big motivation boost too !
A bit of context on the tech side, the game started as a three.js prototype in the browser (still playable here btw : https://sizzling.mazz.lol/) and with all the content, visuals and mechanics I added the browser just couldn't handle it anymore, so quickly I ported the whole thing to bevy, and honestly it's been the best decision I took on this project, bevy/rust/ecs is so fresh to use, I'm having a total blast working with it !
Few things I enjoyed a lot along the way :
- ECS just makes sense for this kind of game, lots of small systems (flora, fauna, lore, water, fx, progression, producers, etc...) that talk through messages and resources, I split the game into several crates so each domain stays isolated and compiles on its own
- WESL shaders with hot reload, being able to tweak a shader while the game runs gains so much time to iterate
- bevy_feathers for the dev panel (from my previous post), default dark theme, works great and clearly reads, I still think feathers is under valued in bevy projects that I saw there
- bevy_remote (BRP) is overpowered, that's like the second under valued bevy package tbh, I built a whole dev harness on top of it, I can drive the running game from testing scripts (teleport to a site, stage a scene, launch the ball, tune values live), I use it for acceptance tests too
I'm planning to release the game in 2027 and a demo build too soon, I'm also looking for beta testers for the demo, if you're interested you can DM me on reddit
I really wanted to thank the Bevy maintainers and contributors, and the community in general (Discord, this subreddit, the examples, the migration guides, ...)
If you have questions about the stack, the dev harness or anything Bevy related on the project, let me know, I'm happy to share details ! Don't forget to drop a wishlist to the steam page if it tickled your interest :)
Have a nice day everyone !