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Zendrop CTO Mikita Hrybaleu on What Running a High-Growth E-Commerce Platform Teaches About Building Games That Don’t Break Under Pressure

Learn how high-growth e-commerce and real-time games rely on flawless state management, performance under load, and reliable system architecture.

The startup CTO who scaled a dropshipping platform through 10x growth without downtime explains why arcade game architecture faces the same reliability, state management, and graceful degradation challenges as high-traffic e-commerce systems.

An e-commerce platform during a flash sale processes thousands of concurrent sessions. Each session carries state — items in a cart, a shipping address half-entered, a discount code applied three screens ago. If the platform drops that state mid-checkout, the customer doesn’t retry. They leave. The revenue is gone, and so is the customer’s trust. Every architectural decision in high-growth e-commerce exists to prevent that moment: the session that silently corrupts, the cart that empties itself, the page that loads just slowly enough for the user to close the tab.

An arcade game manages the same problem at a different clock speed. The player’s state — position, health, score, power-ups collected, enemies spawned — updates sixty times per second. Drop a frame during a critical jump and the player falls through the floor. Corrupt the score counter during a combo streak and the leaderboard becomes meaningless. The player doesn’t know about frame budgets or state serialization. They just know the game “broke.”

Mikita Hrybaleu has built both kinds of systems. As CTO of Zendrop — the dropshipping platform that scaled from a struggling codebase to serving thousands of merchants without infrastructure meltdowns — he led the technical turnaround that rebuilt the platform’s architecture for ten-times growth. Before Zendrop, he built and exited a fintech loyalty startup, navigating the specific engineering challenges of real-time point calculations, transaction processing, and reward redemption flows where every state mutation is a financial commitment. When he evaluated nine Christmas-themed arcade games at Neuro Nostalgia 2026 — a 72-hour competition where 25 teams built retro 2D games using Turbo, a Rust-based engine compiling to WebAssembly — his scoring patterns consistently surfaced the same concerns that govern high-traffic platform engineering: state management reliability, performance under load, graceful degradation when systems fail, and the difference between a feature that works in a demo and one that holds up under real-world conditions.

Session State and Game State: The Same Problem at Different Speeds

E-commerce session management is a solved problem in theory. In practice, it breaks constantly. A user adds an item to their cart from a product page, navigates to checkout, then opens a second tab to check their order history. Two tabs, one session, competing state mutations. The cart service thinks the user is on the checkout page. The order history service thinks the user is browsing. If the session state isn’t synchronized correctly, the user sees stale data, duplicate charges, or a mysteriously empty cart.

Arcade games face an identical state synchronization problem, compressed into milliseconds. The player presses jump while simultaneously colliding with an enemy and collecting a power-up. Three state mutations in the same frame: position changes, health decrements, inventory updates. If these mutations aren’t processed in the correct order — or if one mutation overwrites another — the game produces impossible states. The player dies while invincible. The score increases after game over. The character teleports to a position that doesn’t exist on the map.

Hrybaleu’s scoring distribution across his nine-project batch reveals a clear pattern: the projects that managed complex state cleanly scored highest. Santa-Stealth by team Batman earned his top technical execution score of 5 out of 5. The game combined a stealth system with weapon switching, enemy detection cones, and a multi-phase boss fight — each subsystem maintaining independent state that had to synchronize correctly during gameplay. Sathiya Veluswamy, a fellow evaluator who examined the same project’s code architecture, identified the engineering quality behind those scores: “Clear multi-module architecture with domain ownership for player, bullets, snowballs, map, enemies, boss, and start screen. Data modeling is mostly typed and readable.”

The game maintained separate state machines for player actions, enemy patrol routes, alert propagation between guards, and boss attack phases. In e-commerce terms, this is analogous to a microservice architecture where the cart service, payment service, inventory service, and notification service each maintain independent state but must coordinate during checkout without blocking each other.

By contrast, Greenchmas Eve by Teamlan received Hrybaleu’s lowest scores — 2 for gameplay, 2 for Christmas theme, and 2 for innovation. Veluswamy’s technical analysis explained why the game felt fragile: “Large monolithic state, broad mutable access, and limited guardrails around entity and state transitions. Primary issue — the code is highly monolithic, with heavy reliance on large structs and arrays and weak type modeling.” This is the e-commerce equivalent of a monolithic checkout flow where cart, payment, and shipping logic all share a single database transaction. It works until it doesn’t, and when it fails, the blast radius is the entire session.

Performance Budgets: Frame Rates and Page Load Times

Every e-commerce platform team has a performance budget. Amazon’s widely cited finding — that every 100 milliseconds of latency costs 1% of sales — established the principle that performance isn’t a technical concern but a revenue concern. A product page that loads in 200 milliseconds converts measurably better than one that loads in 400 milliseconds. The performance budget isn’t aspirational; it’s enforced through monitoring, alerting, and automated rollbacks when response times breach thresholds.

Games operate under an even stricter performance budget. At sixty frames per second, each frame has 16.67 milliseconds to complete all game logic, physics, rendering, and audio processing. Miss that budget and the frame drops. Enough dropped frames and the game stutters. Stutter during a platforming sequence and the player misses a jump that should have landed. The player doesn’t think “the game dropped a frame.” They think “the game is broken.”

Hrybaleu scored SantaBash by team SantaBash at 4 for gameplay with a 5 for arcade authenticity — among the highest in his batch. SantaBash managed a complex feature set within tight performance constraints: four procedurally rendered character skins, wave-based enemy spawning with distinct movement patterns for each enemy type, a dual-phase gameplay loop alternating between combat and gift delivery, and integration with Turbo OS for a global community gift counter. Pallav Laskar, another evaluator, praised the physics tuning that made the performance budget work: “Physics feel satisfying with tuned gravity at 0.22 and jetpack force at negative 0.42. Shield and missile power-ups add variety.” The game maintained consistent frame timing despite simultaneously processing particle effects, enemy wave calculations, and cloud-synced leaderboard updates.

Striker by team Striker received markedly lower marks from Hrybaleu — 2 for gameplay, 2 for innovation. Ingyu Woo’s technical analysis diagnosed the root cause as a performance architecture problem, not a design problem: “The game is technically stable and implements a clean, responsive core loop. However, most systems appear to be static. Difficulty does not scale meaningfully, and gift behaviors are uniform.” The game met its frame budget by doing very little per frame. In e-commerce terms, this is a product page that loads in 50 milliseconds because it doesn’t render images, doesn’t query inventory, and doesn’t personalize content. Technically fast, functionally empty.

Graceful Degradation: What Happens When Systems Fail

In high-growth e-commerce, systems fail constantly. A payment provider times out. The inventory service returns stale data. The CDN cache invalidates during a traffic spike. The engineering discipline isn’t preventing failure — it’s designing systems that degrade gracefully when components fail. The checkout flow doesn’t crash when the payment provider is slow; it queues the transaction and retries. The product page doesn’t show an error when inventory is stale; it shows “limited stock” and reconciles later.

Games face the same design challenge with difficulty curves. A difficulty spike is the player-facing equivalent of a system overload — a sudden increase in demand on the player’s cognitive and motor resources. If the spike is too steep, the player’s performance degrades catastrophically: they die, restart, die again, and quit. The system has lost the user, not because it lacks capability, but because it demanded more than the user could supply without a ramp-up period.

Hrybaleu scored IGB Games at 2 for gameplay and 2 for Christmas theme. Ingyu Woo’s evaluation identified the graceful degradation failure: “Visual clarity and feedback are lacking. Enemy and effect differentiation is unclear, which makes gameplay feel confusing rather than challenging.” The game didn’t help the player recover from confusion. There was no progressive onboarding, no difficulty ramp, no fallback path for players who weren’t immediately skilled enough. LaTanya Donaldson’s experience with the same project reinforced the diagnosis: she noted that keyboard support was poor and while she “loved that you included Krampus,” the core experience had fundamental usability gaps.

Santaviour by team Genesis received 4s and 5s from Hrybaleu — 4 for gameplay, 5 for arcade authenticity, 5 for Christmas theme. The game implemented exactly the kind of graceful degradation that e-commerce systems require. Pallav Laskar’s deep technical analysis revealed features that read like a resilience engineering checklist: “Advanced platforming mechanics include coyote time of four frames, jump buffering of three frames, variable jump height, and wall sliding — matching industry standards.” Coyote time is the game development equivalent of a retry policy: the system gives the player a grace period after walking off a platform edge, accepting that perfect timing is impossible and absorbing the imprecision instead of punishing it. Jump buffering is input queuing — accepting commands slightly before the system is ready to execute them, just as an e-commerce platform queues orders during payment provider latency rather than rejecting them.

The boss fight in Santaviour further demonstrated scaling resilience. Laskar noted “health-phase difficulty scaling with enrage at 50% health and desperate at 25%, and weighted attack selection based on distance.” This is auto-scaling adapted for gameplay: as the player proves capability by reducing the boss’s health, the system increases demand proportionally. The difficulty scales with demonstrated capacity, not with an arbitrary timer.

Monoliths Versus Microservices: Architecture Decisions Under Time Pressure

Every CTO faces the monolith-versus-microservice decision at scale. A monolith is faster to build, easier to debug, and simpler to deploy — until it isn’t. The moment a monolithic codebase exceeds one team’s ability to hold it in their heads, every change becomes risky. A bug fix in the payment module breaks the notification system. A performance optimization in the search service introduces a memory leak in the cart service. The codebase that enabled rapid early development becomes the primary obstacle to further growth.

Hackathon teams face this tradeoff under extreme time compression. With 72 hours to build a complete game, the temptation to dump everything into a single file is overwhelming. And for many projects, it works — the game ships, it runs, the demo is impressive. The cost only becomes apparent when the game needs to be maintained, extended, or debugged under pressure.

Hrybaleu scored beTheNOOB’s Santa’s Endless Run at 3 for gameplay, 4 for technical execution, and 5 for Christmas theme. The project’s architecture explained both the strengths and limitations behind those scores. Pallav Laskar highlighted the technical approach: “Technically impressive with 100% procedurally generated graphics — no external image files, only rect, circ, and text primitives. Dynamic audio mixing with volume ducking during sound effects shows attention to detail.” The procedural approach eliminated asset management complexity entirely — no sprite loading, no file path dependencies, no asset pipeline. Veluswamy’s code analysis added: “Cleanly organized for a single-file game with clear structs for game state, player, and scrollable types. Still has prototype debt — magic numbers, monolithic file, limited separation of concerns — but overall readable and maintainable for hackathon scale.”

This is the startup engineering tradeoff Hrybaleu navigates at Zendrop daily. A monolithic architecture with clear internal structure can outperform a poorly organized microservice architecture at any scale. The question isn’t “monolith or microservices?” — it’s “does this team have the discipline to maintain clean interfaces as complexity grows?” Santa’s Endless Run answered yes within its scope.

Santaviour took the opposite approach. Veluswamy’s analysis described “a monolithic but feature-rich implementation — single 4,128-line file — that could benefit from splitting.” The game had sophisticated features — three-level platformer with boss fight, gift bomb mechanic, multiple animation states, seventeen audio files — but everything lived in one file. At 4,128 lines, the codebase had already exceeded the threshold where a single developer can hold the entire system in working memory. In a 72-hour hackathon, this architecture shipped. In a production e-commerce platform, this architecture would require a rewrite before the next major feature could be safely added.

Feature Richness Versus Feature Coherence

E-commerce platforms that try to launch with every possible feature — wishlists, product reviews, social sharing, AR try-on, loyalty points, subscription management, gift wrapping, and chat support — rarely succeed. Each feature independently makes sense. Together, they create a cognitive load that overwhelms both the development team and the end user. The platforms that grow fastest launch with a focused feature set and expand only after each existing feature is reliable and well-understood.

Hrybaleu’s scoring reflects this principle consistently. His highest arcade authenticity scores — 5 out of 5 — went to projects that committed fully to a coherent experience: SantaBash with its dual-phase dodge-and-deliver loop, Santa-Stealth with its focused stealth mechanics, and Santaviour with its progressive platforming. These games didn’t attempt to do everything. They did specific things well.

Hanuman Force earned Hrybaleu’s moderate scores — 2 for gameplay, 4 for arcade authenticity, 4 for technical execution. Ingyu Woo’s analysis identified the coherence gap: “The game shows strong ambition, but technical instability holds it back. AI guards occasionally become stuck, and player state issues such as unexpected scaling break gameplay flow. These issues suggest missing edge-case handling and state validation.” The project had sophisticated ideas — a stealth system with hive-mind guard communication — but the implementation couldn’t maintain coherent state across all subsystems simultaneously. Ramprakash Kalapala confirmed the potential: “Present Thief is a standout entry with sophisticated stealth mechanics rarely seen in arcade games. The hive mind radio alert system where guards communicate within 150-pixel range creates emergent gameplay.” The architecture was ambitious. But ambition without stability is a prototype, not a product.

This is the distinction Hrybaleu draws implicitly through his scores. In e-commerce, a checkout flow that handles the common path perfectly is more valuable than one that handles twenty edge cases but occasionally corrupts the session state on the common path. At Zendrop, the engineering discipline is: make the critical path bulletproof before adding features to secondary paths.

Why Platform Engineers Should Evaluate Creative Software

Cross-domain evaluation exposes assumptions that practitioners within a single domain develop blind spots around. Game developers evaluate games by asking: is the game fun? Does it feel good? Is the art style consistent? These are valid and essential questions. But they don’t surface the architectural concerns that determine whether the game remains fun under real-world conditions — across devices, across session lengths, across the edge cases that players inevitably discover.

A platform engineer evaluating games asks different questions. Does the state management architecture support the feature set? Does the performance budget account for worst-case scenarios, not just the happy path? Does the system degrade gracefully when individual components fail? Can the codebase sustain further development, or has the architecture painted the team into a corner?

These questions produced a scoring distribution that correlates strongly with engineering quality. Hrybaleu’s three highest-scoring projects — Santa-Stealth, Santaviour, and SantaBash — all demonstrated production-ready architecture: modular state management, bounded performance characteristics, graceful degradation under stress, and feature sets sized appropriately for their architectural foundations. The projects he scored lowest all failed on at least two of these dimensions.

The game development industry and the e-commerce industry share more engineering DNA than either typically acknowledges. Both build real-time systems that must maintain state across extended sessions. Both face traffic variability that demands elastic architecture. Both serve users who will abandon the experience at the first sign of unreliability, without filing a bug report or providing feedback. The engineering discipline that makes a high-growth e-commerce platform survive a flash sale is the same discipline that makes an arcade game feel solid — not flashy, not innovative, but solid. Reliable. The kind of system where every interaction does exactly what the user expects, every time, without exception.

That reliability isn’t visible. Players don’t notice when a game maintains perfect state across a thirty-minute session. Customers don’t notice when a checkout flow processes their order without a single stale cache hit. But they immediately notice when it fails. The engineering that prevents those failures — the architecture decisions, the state management patterns, the graceful degradation paths — is the same whether you’re shipping orders or spawning snowmen.


Neuro Nostalgia 2026 was organized by Hackathon Raptors, a Community Interest Company supporting innovation in software development. The event challenged 25 teams to build Christmas-themed retro arcade games using the Turbo game engine across 72 hours. Mikita Hrybaleu served as a judge evaluating projects for gameplay quality, arcade authenticity, and technical execution.

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