There’s no UI or scripting, everything is done in Rust code. This makes it more like more like libGDX and Cocos2D-x.
But unlike those engines, it uses ECS and Rust which makes coding in it completely different. So it’s kind of in its own little island.
I’d love to see successful indie games use Bevy. However, I know most game developers aren’t going to prefer it over the more traditional tools which they’ve been taught and everyone around them is using. I’m not sure the intersection of people who want to make games and people who prefer Rust is large; and even within this intersection, most people aren’t going to dedicate considerable amount of time and effort into learning and using an experimental new engine, they’re going to use something with existing trust and resources.
Personally I think Bevy needs a sort of IDE and scripting language which is powered by Bevy and Rust. This won’t remove the “considerable effort into a new project” obstacle, but it would make Bevy much more inviting to newcomers who don’t have experience with Rust and who would be too intimidated to start from a wall of code (vs a canvas like Unity or Godot where you can have a very basic prototype within hours). Plus, I believe the developer is against scripting languages, but I really think that hot reload and more invasive debugging is necessary and can’t be effectively done in Rust (plus as just mentioned, many game developers will be overwhelmed with Rust and it’s borrow checker). But those are just my thoughts, and right now I don’t have the time, resources, and dedication to implement them myself…