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Create a Complete Grid-Based Puzzle Game in Godot 4 with C# (Udemy.com)

Learn how to create a complete 2D grid-based puzzle game from start to finish in Godot engine 4.3+ with C#!

Created by: Firebelley Games

Last updated October 2024

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What you will learn

  • Grid-based puzzle mechanics - placing buildings on a grid, updating grid state, and querying the grid
  • Godot fundamentals - scene composition using a variety of nodes, signal definition and handling, scripting, custom resources, export variables, and more
  • Godot 4.3+ TileSet and new TileMapLayer - y-sorting multiple stacked layers, tile animations, custom user-defined tile data, and auto tiling
  • C# scripting - using C# effectively in Godot 4, C# data structures, using LINQ for filtering and querying data, using Nuget packages, and extension methods
  • Publishing - export your game for distribution
  • UI - using containers for layout, using custom themes, defining theme variations, textures and nine-slice, and buttons
  • Saving and loading - using JSON to store and load game save data to a custom user directory
  • Audio - implementing sound effects and music

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Course Description

This course will cover everything you need to know about creating a small 2D grid-based puzzle game from start to finish in the Godot Engine 4.3+ using C# scripting. This course covers many aspects of creating a grid-based puzzle game including:

  • Building placement on a grid with variable tile sizes

  • Querying grid state using LINQ with C# data structures like HashSets and Dictionaries

  • Creating levels using the new Godot 4.3 TileMapLayer, including multi-level maps with y-sorting, animated tiles, and custom tile data

  • Saving and loading level completion progress

  • Implementing audio including building placement and destruction effects and music

This list is not exhaustive - please see the course outline for a glimpse into the topics that are covered.

The goal of this course is to show you how to take an empty project and turn it into a small, complete game. In doing so, this course will give you a robust exposure to many aspects of the Godot engine from C# scripting, to input handling, to tile maps, to saving and loading data, to audio, and more. By the time you complete this course, you will feel comfortable working on your own projects in Godot 4.3+ and C#. You will walk away from this course with a solid foundational understanding of making games that are not only functional but also fun.

This course will help you greatly if:

  • You are ready to dive into a crash course for Godot 4.3+ with C#

  • You are comfortable in Unity and want to transfer your C# scripting skills to Godot

  • You have some game development knowledge and want to learn Godot

  • You have some programming knowledge and want to make games

  • You struggle to complete games and want to start and finish a project

Please note that this course is focused purely on the start-to-finish process of making a grid-based puzzle game. With that goal in mind, there is no time spent explaining fundamental programming concepts of statically typed languages. Familiarity with programming and statically typed languages is strongly recommended before taking this course.

Several lessons are available to for you to preview for free. Please take a look at those videos before enrolling to determine if the pace of this course is right for you!

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Instructor Details

Firebelley Games

I am a solo independent game developer and a software engineer with over 10 years of engineering experience. The Godot Engine is my engine of choice and I enjoy creating tutorials to help people along in their Godot learning process.

I've published several games on Steam using Godot. You can find them by searching the developer "Firebelley" on Steam.

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Reviews

4.8

708 ratings on Udemy

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By Wisam Odish on 4/23/2026

There's a tons to learn and most of it is very self-explanatory. However, there's somethings you have to repeat ask more experience people and try to figure out yourselves. I've still not really fully grasped the part when we refactored the code and changed Node3D to Node (that part was easy to understand as Node has no Transform and therefore less risk of accidently moving it). But the change in code, checking hoveredGridCell if it has value and if the action is pressed. I would love to have a more visual understanding of how that works in depth. I am going into next videos with a feeling of "i am moving on without fully have grasped that part". Anything else so far is super.

By Erick Varzot on 3/21/2026

Thank you so much Firebelley for this amazing course! The way you explained the code and all the steps that you had to go through to achieve the logic and the desired outcome was really awesome. Thanks for always trying to talk about good programming practices as well and all the tips regarding Godot, hotkeys, shortcuts, etc. I know that you need the money to help you keep building awesome games for a living (and your new Alchemortis game is looking incredible so far :]), but aside from that, it's courses like yours that are clearly made with love and good intent that end up making our Game Dev community grow and also making Godot itself grow as a more widely adopted engine. Wish you and every future game dev an amazing journey and a great time! See you guys around :)

By Brian W on 9/23/2025

First of all the instructor is obviously extremely knowledgeable about both Godot and C#. He explained everything to the detail necessary and it was appreciated that he did not dummy down the C# code. I would absolutely recommend this course to anybody that is planning on doing serious development in Godot using C#. If you are going to use GDScript I would not recommend this course to you. It doesn't mean the course couldn't have improvements. I felt too much time was spent going over obtaining the building tiles and resource tiles and all the C# code necessary to do that and refactoring it over and over again. While refactoring is probably necessary in a real project the code seemed specific to this type of game and we changed the same classes many times. I felt more than adequate time was spent on everything else in Godot and game development techniques in general but the tile code refactoring became tedious without really learning anything new. The first or second iteration through them would be enough. I also had to constantly pause and resume the video. While you can do that I felt I was doing it far too much. A little bit slower with a little bit more explanation as to why were changing some of the code or showing more things in Godot itself would have been helpful. Other than the tile code everything else was perfect. All the components of a real game were covered. It included things I never expected like saving levels and options menus and everything you need to write a game. From the very start to exporting the game to different platforms and everything in between. Thank you for this excellent course!

By Akaki Akakievitch on 5/13/2025

The content, code quality and architecture are of outstanding quality: I was able to adapt the lessons on the fly with minimal effort and build a working 3D project in GDScript! As written in other comments, it feels sometimes that the refactor comes a little bit from nowhere whereas it's obvious that the code architecture was very well planed before (which is totally fine). It would be extremely valuable to have a little adendum explaining the code architecture, why it needs to be refactored and how we will proceed (with a little schema and some explanations) showing us where we go next before getting our hands dirty. Apart of that: it's an amazing work, both in terms of code quality and pedagogy!

By Austin Eady on 5/11/2025

This is among the best Godot courses I've taken. Pacing was appropriate for Intermediate level and I appreciated the instructor exploring different ways to solve design problems. I walked away from this course with a better understanding of Godot and C# fundamental tools and design patterns. Here are some topics that the course drove home for me: - Start with the obvious, this course goes relatively deep on sprites, tiles, animated tiles, auto-tiling setup that allows easy level creation, and attaching custom data to individual tiles. - The underlying complications of Y-sorting, sprite dimensions/positions/offsets, tile order, and sprite sizing to make the perspective look appropriate - Using custom resources to centralize logic across many core game elements. Level management, building management, etc. - When to use exported fields versus programmatically finding and assigning specific nodes within scripts - Foundational lessons around scripted events, deferred callbacks, and orchestrating asynchronous operations across multiple node states (waiting for another node's QueueFree() completion, for example) - Creating a flexible user interface that is programmatically hydrated - Godot theme capabilities and creating global themes and applying theme variations - Just how useful System.Linq is as a standard lib and how these methods can really simplify grid logic, such as many overlapping grid areas that each need to be merged or excluded. - The flexible utility of static method extensions within Godot's framework - Finally, I really appreciated the instructor's attention to Project Settings and showing how to take advantage of a number of VS code features to help with development.

By Agustin Wamboldt on 4/27/2025

Amazing course of beginner to intermediate learners. Definitely goes over quickly over the aspects many other courses go over in detail to put focus in a wide array of Godot's features and interesting coding design decisions. If, like me, you've already done beginner courses before and want to go straight into action then this one is for you. The instructor is very clear and although some explanations of complex things would benefit from having a simple drawing or graph to explain some concepts, he shows multiple ways of doing them and thus consolidates learning points.

By Vinicius de Novaes Guimaraes Pereira on 1/14/2025

I'm in the middle of the course, but my boy Firebelley has already covered a lot of amazing design patterns like Singleton, cyclical references, and composition. He explains everything so well. As an experienced software designer, this is exactly what I needed. The course has a slow pace, with a lot of refactoring between implemented features. He has the patience to explain many wrong approaches, why they are wrong, and then provides the correct way to do it. It's a perfect course. It's not easy to follow, and you need to be patient, but the effort will definitely pay off.

By Kimmo Keskinen on 11/9/2024

I have plenty of experience in gamedev and C# from my Unity dayjob, but I have struggled to get any momentum and figure out how to learn, what to do, understand what kind of workflows there are in Godot... It's just a lot of "I know how to do this elsewhere, but have no idea where to start here!" kind of frustration, and this course kinda helps with that a bunch. I follow the lessons, we have a good outline as the game design is provided by the course, I can kind of "dumbly" follow the videos and type down things and at times when I feel confident I can just pause the videos and go ahead a bit, then confirm we end up with similar results. Also a fun thing this course kind of reinforces for me is a crucial skill in not overdoing/overcomplicating things. I tried to do a fancier version of one of the one-off features/systems in this course, and in the end realized it's additional value would be unused anyway and I'd just spent half an hour on something the video showed how to do in a couple of minutes. Also thanks for reminding about prototyping rough and refactoring as things start to repeat, all good stuff here. Firebelley has been very responsive to my knowledge, updating videos and answering QAs, and anything missing from the vids was answered in the QAs first and has since been updated in the videos themselves.

By Adrian on 9/21/2024

If you want to become a better game developer, this is the course for you. I have done many of the other Godot courses on Udemy and this course is one of the true "intermediate" courses - going beyond the basics of game making to actually teaching you how to conceptualize and problem-solve issues. If you find yourself doing other tutorials and becoming frustrated by either their shallowness or lacking good design principles, you will find this course a refreshing change of pace. The game made during this course is almost incidental. What you are actually learning is how to do iterative design, how to effectively refactor your code as you develop your game, and, most importantly, how to make the code for your game work with you rather than against you. That's why I say this course will make you a better game developer: the skills you learn will be ones that will help you make better games for yourself and, if this is what you want to achieve, give you a massive leg up when working with others to make games. The recommendations on the description page for who this course is for is important. I would not recommend this course to someone who doesn't have any programming experience. There are really important software engineering principles that will help you build better, scalable games but they are covered quickly and you WILL struggle if this course is your first exposure to them. If you have prior programming experience, you will be fine. I would highly, HIGHLY recommend doing Firebelley's other courses if you would like a more beginner-level introduction to Godot. My recommended order would be: 1/ Survivor course 2/ Platformer course (you will need to know how to convert from Godot 3.5) 3/ This course.

By Dave ̇ on 9/13/2024

Very great advanced course if you already know C#. Sometimes it was a bit hard to follow when the pace picked up and the tutor didn't explain why or where they were editing things or how to get there. Especially when navigating inside the Godot Editor into three or four nested menus by scrolling, there was no time to keep up the pace to follow along and also when navigating in the code through Ctrl+Click or scrolling. I sometimes had issues finding the correct method within a second and had to pause and rewind the video. Also referring to a property in the Godot Editor by "let's change *this* to value X" is also really hard to follow when looking at your code and your editor and just listen to what is said, which happened a handful of times. Somewhere through the course, the lectures felt very rushed but then after this stressful section it kept bouncing between a good to follow pace and it being rushed. Other than that, it was pretty easy to understand and I would recommend it.

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Overall Score : 96 / 100