
Wookash Podcast We Reviewed My First Game Code
Apr 2, 2026
Anton Mikhailov, an indie game developer and programmer behind Stellar Asylum, chats about the game’s 2015 local-multiplayer roots and one-button circular movement design. They explore character specials, balance and animation polish. The conversation also digs into Unity implementation, editor workflow, modularity tradeoffs, and ideas for a modern remake.
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Prioritize Iteration Over Rigid Design For Gameplay
- For gameplay code prioritize shipping and iterate frequently instead of over-engineering rigid systems.
- Lukas recommends keeping gameplay code flexible and potentially "dirty" because constant change is part of tuning mechanics.
Unity's Inspector Encourages Many Small Serializable Fields
- Unity's editor-driven workflow exposes many small serialized fields which look messy in code but let designers tweak values in the inspector.
- Anton notes teams often choose between using Unity's pipeline versus owning a single mono controller and custom systems.
Cache Component References Instead Of Calling GetComponent Repeatedly
- Avoid calling expensive engine APIs per-frame; cache component references (GetComponent) during initialization.
- Anton and Lukas point out Unity's GetComponent is costly so grab references up front to avoid runtime overhead.
