🌟 Game Overview

In Pixel Genesis, embark on an evolutionary odyssey across four bite-sized worlds. Starting as a single molecule and ending as a spacefaring human, you’ll adapt, survive, and ultimately plant Earth’s flag on a distant planet. 

This game was created as a part of GameDev.tv GameJam 2025 with theme "Tiny World"

🎮 Key Features

Four Evolutionary Stages

Molecule – Navigate an open 2D cellscape, absorbing nutrients while dodging microscopic predators.

Bird – Take flight in a Flappy-Bird–inspired challenge, flapping through hazards to snag apples.

Human (Fantasy) – Defend yourself  against monsters, and claim victory to unlock the final frontier.

Rocket (Space) – Once again, it’s a high-altitude gather-’n-dodge scene—this time collecting asteroids.

Pixel-Art Charm

Smooth, retro-style animations and cutscenes bring characters and cutscenes to life.

Seamless Cutscenes

Short, narrative vignettes bridge levels, from the spark of life to the planting of Earth’s flag on a new world.


🚀 How to Play

Gather & Avoid – Collect food/items to fill your evolution bar.

Survive – Dodge predators, obstacles, and environmental hazards.

Evolve – Once your bar is full, watch the cutscene and advance to the next stage.

Repeat – Four stages of growth culminate in the final rocket launch and flag planting.


🎨 Development & Team

Engine: Unity 

Art: Aseprite & Photoshop

Team:

MusskPrime — Programmer & Project Manager

MalusWolf — Pixel Artist & Cutscene Animator

Samo_Bern — Sound Designer & UI/UX

“From molecule to astronaut—evolution has never been so… pixelated.”

Thank you for playing Pixel Genesis. We hope you enjoy exploring these Tiny Worlds as much as we enjoyed creating them!

👨‍💻 Source code

You can check the source code of a game by this link.

Asset List:

Pixel art:

Pixel arcade buttons by Eric Abides

Flat design pixel art element collection by freepik

Landing site art by mareerie

Sandwich by Jajakings

Assets:

Pixel Art Top Down by Cainos

Pixel Art Hill by Eder

Misc:

Pixelart planet generator by Deep-Fold

Music tracks from freesound.org and pixabay.com


Development log

Comments

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Playing without reading anything sure was a rollercoaster of  emotions, it was overall fun and for some strange reason I wanted more.

1st game - felt a bit empty, and hitting an invisible wall made me think I broke the game.

2nd game - was a bit too long

3rd game - I just wanted to loot those boxes, barrels and chests!

4th game - Didn't think to collect the poop asteroids the first time around so avoiding all of them was ..uh.. impossible :D


I got to the end, but I was asking myself if there should at least be some statistics shown at the end like spores consumed, hit by spores, apples eaten, pipes hit, hit from bat/skeletons, asteroids hit, asteroid consumed/hit, times died, time to finish the game.

Thank you for trying out the game and for the feedback! You gave us many interesting ideas how to expand a game. Honestly, I've had same feelings in stages 1 and 3, but due to lack of time and our small overall experience (for 2 of 3  people of our team this was the first game development at all :D) we didn't managed to add extra content to the game before the deadline. Thanks one more time for your feedback!

Hey!

I enjoyed this. Cool concept and well-scoped. Having four distinct stages works well. The opening reminded me a little bit of Spore.

Going in blind, I enjoyed the evolution(s) at the end of each level & the controls were well communicated and easy to master.

The progress bar acts well as a hook and kept me going to see the next level clear cutscene and future stages.

I found the bird level a little challenging compared to the rest. Collision seemed a little sensitive!

Great job on communicating a contained story with a minimalist approach!

Look forward to your future efforts.