Turn the player to face wherever the mouse goes, swap the cursor for a crosshair, and click the targets to pop them.
Click to fire. Every bullet is a brand-new copy of a saved scene, created the instant you press the button.
Subtract two positions to get an arrow pointing at the player, then walk along it. That is the whole trick.
An enemy that walks a fixed route, switching to the next spot on its list each time it arrives.
Build new enemies on a timer while the game is already running, instead of placing them by hand in the editor.
Pick up coins and watch a counter climb. Introduces signals: one event, two different files reacting to it.
Lose health by touching a hazard. Mixes a signal with a direct function call, and shows when to use each.
Race the clock. Reach the green goal in time and you win; let the timer hit zero and you lose.
Fall in a pit, lose a life, reappear at the start. Run out of lives and it is game over.
Two zones, two endings, one full-screen panel. Uses a flag so the game can only end once.
One script, three scenes. Each level fills in where to go next, so the same code sends you somewhere different.
Three floor switches, and not one line of game_events.gd. Write a signal that lives inside its own node, and learn when a plain function call beats a signal.
Play, Options, Back. A menu is really just panels hiding and showing, with one visible at a time.
Two ways to make a noise: load a .wav file, or build a beep in code with no file at all.
Loop a song underneath the whole game, and pause it right where it is instead of starting over.
Squash and stretch the player between an idle and a walk. The animations live in the scene, not the code.
The first lesson where the world is bigger than the screen. Limits, smoothing and a deadzone, each one switchable so you can feel what it does.
Same jump as lesson 2, but it stops feeling broken. Coyote time, jump buffering and variable height. Flip them off to feel why they exist.
The warrior you have played since lesson 1 is one frame of a picture file. See how sprites work, then swap in any character you like.
Four animations in one node. Build an AnimationPlayer from nothing, learn what every control in the panel is for, and see the exact numbers that turn one picture into idle, walk, run and jump.
Walk up behind a tree and disappear behind it, then come back down in front. One checkbox gives a flat top-down world a sense of depth.
A project, not a new idea: escape the maze before the chaser reaches you. Assembles Top-Down Movement and Enemy Follows Player.
Targets keep appearing, so destroy fifteen before they crowd you out. Assembles Mouse Aiming, Shooting Bullets, and Enemy Spawner.
Ten coins, twenty seconds, no second chances. Assembles Top-Down Movement, Collect Coins, and Timer Countdown.
Cross the pits, grab every coin, and make three lives last. Assembles Platformer Movement, Collect Coins, and Lives System.
One life, one random dungeon. Everything moves only when YOU move. Die, and a brand-new dungeon is built on the spot with nothing carried over.
Death still ends the run, but the coins you grabbed stay banked. Spend them on hearts and speed between runs, and watch each life get measurably further.
Your abilities are cards. Play a hand of three to cross the room, open the chest, and pick one of the three cards it offers to join your deck for every hand after.
One key, one track that never ends. The warrior never moves an inch: the world comes at you, faster every second, until it wins.
You are not in this one. Spend gold on towers beside the path, then watch them hold five waves without you touching anything.
Four keys and an eight second loop. Nothing here asks where you are, only when you pressed, and it is measured in hundredths of a second.
One enemy, three phases, and no attack button. Read the warning, dodge it, then run in and touch the boss while its guard is down.
No player, no enemies, and nothing that can kill you. Click a rock, buy something that clicks for you, and watch the next price climb.