Coding Quests

Quest Library

Browse individual Godot systems and standalone quests. Each quest is a handful of short lessons that each add one real system, and you keep every project you build. If you want a guided path to a finished game, start with Campaigns.

Free to start, no account needed. Guild Hall, the membership, opens the full guided campaigns, all the way to a finished game.

New here? Start with Campaigns, the guided path to a finished game

Available Quests

33 quests
33 of 33
Code From Zero
Free
590 XP

Code From Zero

The missing first step. If you have never written a line of code, start here. You run real GDScript right in your browser, press a button, and watch it work, then graduate into Godot and make a sprite move. By the end you can read and write GDScript and you are ready for the real quests.

2-3 hoursBeginner
Godot for Programmers
Free
600 XP

Godot for Programmers

You can already code, you have just never opened Godot. This is the fast on-ramp. Each lesson maps something you already know onto how Godot does it: classes become nodes, the game loop becomes _process, events become signals, data classes become resources. You build small things in the real editor the whole way, and finish by wiring a player that moves and reacts. After this, any Godot tutorial makes sense.

1.5-2 hoursIntermediate
State Machine AI for 3D Enemies
Members
1960 XP

State Machine AI for 3D Enemies

Build a full state machine AI for 3D enemies in Godot 4.x. They chase, attack, circle, back away, and react to damage with real knockback and combo tracking, the kind of enemy that actually feels alive.

10-14 hoursIntermediate

First 4 lessons free · Full quest with Guild Hall membership

Inventory System
Free
1450 XP

Inventory System

Build a flexible inventory system that supports items, stacking, and UI interaction.

5-7 hoursBeginner
3D Roguelike Controller
Members
1270 XP

3D Roguelike Controller

Build the third-person movement controller at the heart of a 3D action roguelike, from an empty scene to a full state machine. You get camera-relative walk and run, a shared InputController, jump/fall/landing, a dodge roll, a spring-arm camera, and AnimationTree wiring. Every lesson leaves a project you can press Play on with zero errors. Combat, enemies, and the run systems arrive in later courses.

8-11 hoursAdvanced

First 6 lessons free · Full quest with Guild Hall membership

Stats & Leveling System
Members
930 XP

Stats & Leveling System

Build a complete, reusable stats and leveling system for RPG games. Features resource stats (health, stamina, mana), attribute stats with modifiers, XP scaling, and stat point allocation.

5-7 hoursIntermediate

First 4 lessons free · Full quest with Guild Hall membership

Combat Core & Juice
Members
1605 XP

Combat Core & Juice

Build the combat spine of a 3D souls-like roguelike. A single take_damage door every hit routes through, a Hurtbox receiver and Hitbox dealer overlap pipeline, an animation-driven AttackState, then the stat math (strength-scaled damage, stamina, crits, defense) and the first layers of hit juice.

6-9 hoursIntermediate

First 3 lessons free · Full quest with Guild Hall membership

Procedural Dungeon & Run
Members
1200 XP

Procedural Dungeon & Run

Turn your souls-like into a roguelike. Generate a dungeon at runtime, rooms and corridors, a GridMap floor, walls, rock fill, baked navigation, grounding, and themed decoration, then place the cast on reserved cells and build the RunManager run loop with gold, a boss key, a locked door, and a shop you descend from into a deeper floor.

6-8 hoursAdvanced

First 3 lessons free · Full quest with Guild Hall membership

HUD & World
Members
1100 XP

HUD & World

Give your roguelike its screen and its props. Build a HUD that tracks your real stats, health and stamina bars with damage-chip juice, an XP bar and level-up banner, and a stat allocation panel, then the interactable world: dropped loot, bonfires, lost souls, chests, breakable barrels, and a fog-of-war minimap.

6-8 hoursAdvanced

First 3 lessons free · Full quest with Guild Hall membership

Menus, Sound & Polish
Members
855 XP

Menus, Sound & Polish

The layer that turns your roguelike into a finished game. Build a YOU DIED death screen, a pause menu, a main menu the game boots to, a pooled SoundManager that retires the earlier sound stub, a themed cursor, a lock-on reticle, and a final-assembly pass that verifies the autoload order and the whole game loop.

1.5-2 hoursIntermediate

First 2 lessons free · Full quest with Guild Hall membership

Dialogue & Quest System
Members
1155 XP

Dialogue & Quest System

Build a full dialogue and quest system from scratch. You get branching dialogue trees with conditional choices, event-driven quest tracking that ticks objectives off automatically, a modular conditions and effects system, a visual graph editor for writing dialogue, and full save/load support.

8-11 hoursAdvanced

First 4 lessons free · Full quest with Guild Hall membership

Save + Load System
Members
990 XP

Save + Load System

Persist player progress across sessions using a crash-safe save system.

7-10 hoursBeginner

First 4 lessons free · Full quest with Guild Hall membership

Co-op Crate Combustion
Free
845 XP

Co-op Crate Combustion

Build a local co-op 3D platformer in Godot 4 with two-player controls, cooperative puzzles, exploding crates, and multi-level design.

6-9 hoursBeginner
2D Roguelike: Top-Down Controller
720 XP

2D Roguelike: Top-Down Controller

Build the controller at the heart of a 2D action roguelike: a CharacterBody2D that walks in 8 directions, aims at the cursor, dashes with invincibility frames and afterimages, and is followed by a smooth Camera2D with trauma-based screen shake. Every bit of the game feel is code.

3-5 hoursBeginner
2D Roguelike: Combat Core
760 XP

2D Roguelike: Combat Core

Give the roguelike controller teeth. Build a reusable HealthComponent, the Hurtbox (detector) and Hitbox (dealer) pipeline on clean collision layers, a weapon state machine that swings from the WeaponPivot, damage numbers and hit flash, a weighty heavy attack with hit-stop and shake, and a dodge that reads the dash i-frames.

3-5 hoursBeginner
2D Roguelike: Enemies & AI
780 XP

2D Roguelike: Enemies & AI

Fill the room with things that fight back. Build an EnemyBase state machine (chase, telegraph, attack, recover) that every enemy inherits, then four archetypes on top of it: a Grunt, a fast fragile Skitterling, a charging bruiser, and a boss with telegraphed patterns and enrage. Finish with a small arena fight. All of it reuses the Health/Hurtbox/Hitbox pipeline from Combat Core.

3-5 hoursIntermediate
2D Roguelike: Rooms & Dungeon
780 XP

2D Roguelike: Rooms & Dungeon

Turn your test arena into a real dungeon. Build a DungeonRoom that generates its own floor, border walls, and interior layout from code on a TileMapLayer, add doors that lock while a wave is alive and open the instant the room is cleared, then chain rooms into a room-to-room descent that ends at a boss. Reuses the enemies and the clear signal from Course 3.

3-5 hoursIntermediate
2D Roguelike: Loot & Corruption
800 XP

2D Roguelike: Loot & Corruption

Turn the dungeon into a roguelike. Fill the empty enemy drop hook with pickups (health and gold), build a data-driven upgrade system (an UpgradeManager holding upgrade definitions with apply functions), and add the signature Corruption stat: every upgrade makes you stronger but raises Corruption, and higher Corruption means you take more damage. Clear a room, choose a cursed reward, feel the next fight change.

3-5 hoursIntermediate
2D Roguelike: HUD & Meta
780 XP

2D Roguelike: HUD & Meta

Put the roguelike state on screen and make progress stick. Build a HUD CanvasLayer with health, dash, and corruption bars that update from the systems you built, add a gold and room-progress readout, replace the death print with a real YOU DIED screen, then earn and bank essence into a ConfigFile save so it survives closing the game. The point where the systems become a complete playable loop.

3-5 hoursIntermediate
2D Roguelike: Capstone
800 XP

2D Roguelike: Capstone

Turn your systems into a finished game. Build the title screen and faded scene transitions, open the Forge where banked essence buys permanent unlocks, add a pause menu and an AudioManager, run the final sound and polish pass, then wire the whole loop together: Title to run to death to bank to retry. The capstone that makes the roguelike shippable, assembly and polish, not new architecture.

3-5 hoursIntermediate
2D Top-Down Character Movement
Free
900 XP

2D Top-Down Character Movement

Build a responsive top-down player controller as a small state machine on CharacterBody2D. You get 8-direction movement, acceleration and friction, a run gear, directional animation, a movement-locked attack, and a smooth zoomed follow camera.

4-6 hoursBeginner
Tile-Based World & Map Building
Members
900 XP

Tile-Based World & Map Building

Build top-down RPG worlds with TileMapLayer: tilesets, terrain autotiling, tile collision, Y-sort depth, and clean room and scene transitions.

6-8 hoursBeginner

First lessons free · Full quest with Guild Hall membership

2D Top-Down Combat & Damage
Members
1000 XP

2D Top-Down Combat & Damage

Build real-time top-down combat: Area2D hitboxes and hurtboxes, a reusable HealthComponent, melee swings, knockback, i-frames, and hit feedback that actually feels good.

6-9 hoursIntermediate

First 4 lessons free · Full quest with Guild Hall membership

2D Top-Down Enemy AI
Members
1000 XP

2D Top-Down Enemy AI

Give your enemies a brain. You'll build a 2D finite state machine (idle, roam, chase, a telegraphed leap attack, hitstun, death) that drives CharacterBody2D movement with NavigationAgent2D pathfinding and distance-based detection.

6-9 hoursIntermediate

First lessons free · Full quest with Guild Hall membership

Game Feel: Make Combat Hit
Members
1100 XP

Game Feel: Make Combat Hit

Take a flat, lifeless sword hit and make it land. This quest is all about game feel: the disproportionate, layered feedback that separates a hobby project from a game that feels pro. You build one reusable Juice autoload, adding a single technique each lesson (hit flash, hit-stop, knockback, screen shake, floating damage numbers, impact particles, punchy SFX), then unify them into one Juice.hit() call that scales every effect to the weight of the blow. By the end the same swing you started with hits like a truck.

4-6 hoursIntermediate

First 2 lessons free · Full quest with Guild Hall membership

Move & Jump
Free
300 XP

Move & Jump

The fastest path to a character that runs and jumps. You build the player scene from a CharacterBody2D, apply gravity, run left and right with acceleration and friction, jump off the ground, and swap idle, run, jump, and fall animations. By the end you have a platformer character on screen in one sitting.

15-20 minBeginner
A Jump That Feels Amazing
Free
350 XP

A Jump That Feels Amazing

The same jump from Quest 1, now it feels pro. You add the handful of tricks great platformers use to flatter the player: coyote time (jump just after a ledge), jump buffering (press just before landing), variable jump height (tap for a hop, hold for a full jump), and asymmetric gravity so you fall faster than you rise. Each one is a few lines and a felt difference.

15-20 minBeginner
Dash, Double Jump & Wall Jump
Members
450 XP

Dash, Double Jump & Wall Jump

The moves that make it a precision platformer. You add a double jump for recovery and expression, an air dash with a cooldown and a one-per-airtime refresh, and a wall slide plus wall jump with a brief input lock so the kick reads as deliberate. Movement becomes something you can be good at.

15-20 minBeginner

First 1 lessons free · Full quest with Guild Hall membership

Juice It: Shake, Squash & Particles
Members
450 XP

Juice It: Shake, Squash & Particles

Juice is the disproportionate feedback that makes actions feel good. You build a reusable Juice autoload (freeze-frames, particle bursts, screen flashes), add dust on every step and landing, a Mario-style squash-and-stretch spring, screen shake and a zoom punch scaled to impact, a camera that leads where you move, and pitch-varied sound so nothing repeats. Every action starts to pop.

15-20 minBeginner

First 1 lessons free · Full quest with Guild Hall membership

Coins, Combos & Stomping
Members
450 XP

Coins, Combos & Stomping

The first taste of an actual game. You add coins that bob, sparkle, and pop a floating +1, a combo that chains pickups for a rising-pitch payoff and a score HUD, a stompable enemy that decides between a juicy squash and a death, and one shared die-and-respawn so a side hit sends you blinking back. Collect, chain, stomp, and try again.

15-20 minBeginner

First 1 lessons free · Full quest with Guild Hall membership

Traps & Hazards
Members
600 XP

Traps & Hazards

Danger makes a platformer. You learn one shared trap contract (every trap is an Area2D on the player's collision mask that kills, launches, or carries), then build the game's four hazards as drag-anywhere scenes: a spike, a patrolling bat, a moving platform, and a bump-from-below ? block that drops a gem.

30-45 minIntermediate

First 1 lessons free · Full quest with Guild Hall membership

Capstone: Build the Whole Game
Members
1100 XP

Capstone: Build the Whole Game

Take everything you built (the player, juice, the game loop, and the traps) and assemble it into one complete, polished platformer. You wire death and checkpoints, a data-driven goal and level progression, build four tilemap levels with a shared tileset and parallax, add a music autoload that fades and ducks, screen transitions, and a real shell: main menu, options, and pause. You finish with the exact game in the project files.

3-5 hoursIntermediate

First 1 lessons free · Full quest with Guild Hall membership

Ship Your Game: itch.io & Steam
Members
1200 XP

Ship Your Game: itch.io & Steam

You built a game. Now ship it. This standalone quest works for any finished Godot project. You export desktop and web builds, make the store assets you still need (icon, capsules, screenshots, a GIF, a trailer), set up a real itch.io page with a playable web build, then go deep on Steam: the Steamworks account and $100 fee, the store page, depots and builds, the review process, and wishlists. Plus the marketing basics that actually move the needle.

5-8 hoursBeginner

First 1 lessons free · Full quest with Guild Hall membership

Each quest builds one system you can drop into your own game