When I heard about Bevy last year, I was skeptical that game developers could achieve good iteration times by compiling Rust code in debug mode. It clearly works well for small programs, but I was concerned that it might not scale; in particular, that large dependencies might slow down linking, that CPU-intensive games would be likely to run at non-interactive speeds in debug mode, and that just a few seconds of compile time might be enough to break developers' flow.
When people are working on large game projects in Bevy, have they encountered these problems in practice? If not, how have the problems been avoided?
(Full disclosure: I developed GameLisp, a scripting language for Rust games, partly motivated by compiled languages' poor iteration times.)