Turn your systems into a finished game. Build the title screen, faded scene transitions, and the Forge where banked essence buys permanent unlocks. Add a pause menu and an AudioManager. Then wire the whole loop together: title, run, death, bank, retry. The capstone that makes it shippable.
8
Lessons
730
XP Reward
Intermediate
Difficulty
No videos to zone out to. You write the code yourself in the browser, and Code Checks show what your code passed as you go.
Final result: The finished 2D roguelike this course assembles
This capstone assumes you've built these systems. New to them? Run these quests first.
Start the first 3 lessons free. Membership unlocks the other 5, plus every other quest and campaign.
Membership is US$25 per month or US$200 per year. Eligible new members start with 7 days free. Card required.
0 of 8 lessons completed
Member download: included with Guild Hall membership.
It is the finished project for the whole quest. Use it to compare your work or to recover a broken step.
The same game, grown further. Shops and altars, a new floor every run, the Brute and the Caster, synergies, and challenge rules with a daily run.
Member download: included with Guild Hall membership.
Main, pause and options menus with saved settings, fade transitions and gamepad support. Free to download, MIT licensed, no account needed.
View the free open-source version on GitHub What is in the Menu System projectTurn your systems into a finished game. Build the title screen, faded scene transitions, and the Forge where banked essence buys permanent unlocks. Add a pause menu and an AudioManager. Then wire the whole loop together: title, run, death, bank, retry. The capstone that makes it shippable.
Finish it, then keep the momentum. Here's the logical next step.
Recommended
Independence Check: prove it in a new system
Take it after you finish. It picks your ideal next step.
Five short tasks in systems you have not seen, using only what the whole campaign taught. No effect on your progress. It shows you what you can already build without a map, and anything you miss turns into a targeted review.
Memberabout 20 min
3D Roguelike
The next rung after 2D Roguelike: same systems thinking, bigger game.
You'll walk away with a playable 3D action roguelike with combat, dodge roll, lock-on, enemy AI, NPC quests, and full save/load persistence.
Guild Hall60-90 hours
2D Roguelike: Design the Run
Optional. Not part of your current route. Needs: Code From Zero, or you can already read GDScript.
Start with a playable roguelike and make design decisions in it. Make an upgrade that changes where you stand. Tune a charging enemy until a missed dodge feels deserved. Then give the player a cursed card they would take on a strong run and refuse at low health. Every lesson starts with something to play and ends with a playtest.
First lesson free2-3 hours
Browse campaigns Submit a build to the Showcase Back to your dashboard