This course shows you how to build your own 3D hack and slash roguelike from the ground up. We’re talking chained attacks, a dash you can cancel into, and hits that send enemies flying into hazards they don’t get back up from.
What you’ll build:
- A state machine that governs your character’s every move, so a light attack, a heavy attack and a dash cancel connect into one fluid chain instead of fighting each other.
- Enemies with real behaviour of their own, built on that same state machine approach, some hang back and fire from range, others charge you down.
- A roguelike loop with three hand-built levels in a shuffled rotation and the enemy count climbing the deeper you get.
- Free upgrades between levels, picked from two random offers each time, no currency, just faster, stronger, tougher.
- A run-reset system where death wipes the level counter, difficulty and upgrades clean for a fresh run.
- Reusable components for health and damage shared across your whole cast, so a new enemy type never means rewriting the same logic twice.
- A knockback component in the final stretch that lets you punt enemies clean into pits and hazards.
- Baked VoxelGI lighting, GPUParticles fireballs and impact bursts, and shader effects you’ll wire up and animate for dash trails and glowing weapon slashes.
This is for intermediate developers who already know their way around Godot and want to build something with real depth: proper state-driven combat, enemies with real behaviour, and a roguelike loop that keeps testing what they’ve built. If you’ve always loved roguelikes and want to build your own run-based progression, this is the course for you!






