I like the idea and it's definitely fun to play around with. I feel there could've been additional features, like being able to change the background, or customize each dot in size, color, etc. Sound effects are missing, and the "witness" feature seems to work kind of weirdly at least to me. The visuals in general are perfectly fine and the UI's great but again the customizability would've benifitted them a lot in my opinion. I think you could create some really beautiful things with this program if there was more customizability. Either way, very good idea and well executed. The music is gorgeous, and the presets are also a nice touch for sure.
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ABIOGENESIS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Execution | #1 | 4.562 | 4.562 |
| Visuals | #3 | 4.234 | 4.234 |
| Overall | #4 | 3.969 | 3.969 |
| Audio | #6 | 3.750 | 3.750 |
| Game Design | #28 | 3.328 | 3.328 |
Ranked from 64 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Hey Median, thanks for the review. I agree that more customisation would better. I did have plans to allow customisation of the colour pallet, but as I'm sure you're aware, Bevy UI is very much not batteries included and to implement colour customisation would require the development of a colour picking component which felt too daunting to implement well as a solo developer within the timeframe of the jam. Implementing the dropdown, slider, and tooltip components was already a daunting task.
The witness feature makes the camera follow the clicked on particle. It allows you to follow organisms as they move around, but toggling the follow state is a bit hard to communicate. Panning the camera at any point disables the following mechanic, clicking the tool also toggles it off.
I'm currently in the process post Jam of moving the simulation to the GPU which gives me a lot more control on how the particles are rendered instead of just being sprites and I'm excited to juice up their effects a little bit.
All around beautiful project! Lovely UI, great performance on web, with a nice introduction to usage. I wasn't very good at making anything nice, but really enjoyed the provided examples. It could have been cool to see some sort of objectives, though I'm not sure how! Could help with onboarding players with how the rules work.
This is a very beautiful game, you’ve done a wonderful job. There is something very soothing about watching the particles move and reshape I watched it for a long time!
The UI is great, the colours are great, it all came together very well. I didn’t get any audio, but other reviews suggest there was some? Some nice tunes would have been the cherry on top.
Hey wilsk, can I ask what platform you were playing on? There's definitely supposed to be audio. I have noticed some issues with Safari on iOS where if you don't tap the screen during loading the audio triggers can fail to fire correctly. There's some weird code workarounds you need to start audio on the web to stop annoying spam audio in the background of webpages https://github.com/DylanRJohnston/abiogenesis/blob/main/site/index.html#L72-L132
The entire console looks like this:
abiogenesis:10 GET https://www.googletagmanager.com/gtag/js?id=id net::ERR_BLOCKED_BY_CLIENT (anonymous) @
lib.min.js?1749538225:2 Unrecognized feature: 'monetization'.
lib.min.js?1749538225:2 Unrecognized feature: 'xr'.
lib.min.js?1749538225:2 Allow attribute will take precedence over 'allowfullscreen'.
Vivaldi: Prohibitted blocking overflowing/scrolling of the document.
index.js:1186 WARN /Users/dylanj/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_core_pipeline-0.16.1/src/oit/resolve/mod.rs:83 OrderIndependentTransparencyPlugin not loaded. GPU lacks support: DownlevelFlags::FRAGMENT_WRITABLE_STORAGE.
index.js:1186 WARN /Users/dylanj/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_pbr-0.16.1/src/ssao/mod.rs:92 ScreenSpaceAmbientOcclusionPlugin not loaded. GPU lacks support: TextureFormat::R16Float does not support TextureUsages::STORAGE_BINDING.
index.js:1186 WARN /Users/dylanj/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_pbr-0.16.1/src/atmosphere/mod.rs:170 AtmospherePlugin not loaded. GPU lacks support for compute shaders.
index.js:1186 WARN abiogenesis/src/ui/title_screen.rs:35 width = 1280.0;ui_scale = Res(UiScale(1.0));
The only thing I can think is different is how it immediately goes to full screen? Maybe there is some Vivaldi-specific quirk where it doesn’t then do the audio handlers? I’m stretching here though :shrug:
If I could give this an 11 for each rating, I would. This made me happy to be alive. Thank you.
Very chill to look at your dudes do their thing. I was a bit overwhelmed by the options at first, so maybe a bit of an intro would be nice. Great choice of music!
My favorite creation so far are these little rocket ships :) Create an egg with red and green, then add a sprinkle of blue as fuel and watch them take off!
{"friction":2,"force_strength":100,"peak_attraction_radius":50,"repulsion_radius":25,"attraction_radius":169.43829345703125,"decay_rate":100,"num_colours":3,"weights":[47,100,-100,0,0,0,100,42,-100,0,0,0,100,100,-100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]}
Thanks for the kind review Jan. It definitely is a lot all at once, there's a tension in a sandbox with giving players control over all parameters in the model vs being understandable. The original plan was to introduce the players to all the mechanics through a series of challenges but as a solo dev, and with the jam drawing to a close, I had to scrap those plans in favour of polishing the sandbox mode as much as possible.
Been watching the progress on this and it turned out really nice. The UI is beautiful and feels great to interact with, and it’s really fun and engaging adjusting the parameters and seeing what emerges from the noise. The background music really sets it all in a tranquil and ethereal mood, could definitely lose a lot of time playing around with this. Only thing I feel is missing would be some time options, it would be nice to be able to pause for awakening life, or speed up to see the most stable resolution. I’m assuming the “Receive” and “Bestow” are for sharing configurations, but it doesn’t seem to be working on the web version. My best creation so far is this “flower”:

Thanks for the kind review SoysCodingCafe. Great idea with the time options! I had planned on them for the challenges mode which would see you design organisms to complete goals, but as a solo dev, and the time remaining in the jam drawing to a close, I abandoned those plans in favour of polishing the sandbox as much as possible.
Receive and Bestow are the sharing options, apparently though they don't work given the iframe permissions in Chrome. I can confirm they work on Firefox and iOS however.
I did try originally to have the configuration state live in the URL search parameters, but because itch serves the game as a cross domain iframe you don't have permission to modify the URL.
That's an awesome flower though, mind if I steal it to put in the game as a preset after the jam is over?
It makes sense you focused on polish, I feel like it really paid off. Very impressive work for a solo dev!
Feel free to take the flower parameters as a preset, I’d be honored to have it be part of the game! Though I will mention it’s not the most stable configuration, it can take a bit of finessing to have it maintain its shape. I find it easiest to draw some green as a base, then draw the red “petals” encircling the green, and build it up from there. Can also help to add the orange, set up the parameters, and then remove and add it again to get the layers balanced.
Amazing concept and fab execution! Cannot praise enough! Has a bit of a learning curve. Not sure if there’s any objectives in the game, but playing around with the simulation parameters was fun. Has potential to be the next Game of Life with a cult following!
Thanks for the kind review Nilay. The shipped version of the game is just a sandbox and so there is no explicit goal beyond curiosity and explore the possibility space of the model. I did sketch out about a dozen or so challenges / puzzles in my notebook, but as a solo dev and the time remaining in the jam running out, I decided to abandon those plans and invest the remaining time in polishing the sandbox experience as much as possible. I'm keen to explore those puzzles designs after the jam voting is over and I can continue to work on the game again.
Thanks for the kind review Nico! I totally agree about the need for challenges and in fact sketched out about a dozen or so of them in my notebook. But as a solo dev, with the time remaining in the jam running short, I decided to invest in polishing the sandbox experience as much as possible rather than deliver a half baked version of both.
You can find remnants of the code for a scene manager and a challenges mode in the code still as I started working on it before switching back to polishing the sandbox.
Thanks for the kind review DeVelox, I really wanted to add some challenges / puzzles where you have a limited space to construct an organism and send it off to complete a challenge. I sketched out about a dozen ideas for puzzles in my notebook, but around day 6/9 I had to decide if I wanted to keep working on polishing the sandbox or start working on the challenges and deliver them both half baked. The challenges of solo game dev. I'm keen to join a team for the next jam so I'm not so starved for time in what I can accomplish.
Nicely polished particle life implementation. I like your UI styles too.
Abiogenesis is a mesmerising physics sandbox that transforms the concept of chain reactions into a meditative exploration of artificial life. The game's visual presentation is striking in its minimalist elegance. The clean UI features evocative preset names drawn from mythology - "Jörmungandr," "Rainbow Serpent," "Ouroboros" - lending a mystical quality to what is essentially a physics playground. The ethereal, uplifting soundtrack perfectly complements the visuals, creating an atmosphere that feels both cosmic and intimate.
Gameplay revolves around manipulating fundamental parameters through the "Laws of Creation". Players adjust friction, force, and attraction radii to influence how particles behave and interact. The result is a sandbox where simple rules cascade into complex behaviours - particles cluster, spiral, chase, and flee in patterns that genuinely feel alive.
The game's innovation lies in its successful marriage of particle physics with the game jam's "Chain Reaction" theme. By allowing players to design creatures that compete for resources, Abiogenesis transforms abstract physics into something that feels genuinely ecological. The emergent behaviours that arise from simple rule changes are consistently surprising and beautiful.
Pros: Gorgeous minimalist aesthetics; deeply relaxing gameplay; impressive emergent complexity from simple systems; intuitive interface; audio-visual harmony; strong thematic coherence.
Cons: Limited long-term goals might not appeal to achievement-oriented players; the abstract nature may be too esoteric for some; could benefit from more guided tutorials or challenges to showcase the system's depth.
I've been following the development of this and it's just amazing. Very nice and simple idea that can generate a lot of impressive effects. The presentation is gorgeous, pushing the boundaries of what you can do with UI and UX in Bevy. It even has touch controls that work very nicely. I'm saving this one for later when I want some eye candy.
Some visual effects on particles would make this sandbox/simulation even better.
I totally agree. I was originally planning on simulating the particles in a compute shader and that would have given me more flexibility with rendering the particles performantly, but I spent so long on the CPU implementation I didn't have enough time to try out the compute shader version which would have also locked the game to only working with WebGPU.


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