Ludonaut

Ludonaut

@ludonautzero · 17K subscribers · 242 videos · English

Christian Brazilian indie game designer building the world's largest gameplay library!

Episodes

14:38

How to Add DOUBLE JUMP to Your PLATFORMER Character in Godot 4

385 views · 1w ago · 14:38

Learn how to implement double, triple, and unlimited air jumps in Godot using reusable components and game resources. Control jump availability, fuel costs, and movement options to add strategic depth to your platformer.

Topics: I. Air Jumps and Strategy · II. Shared Movement Resources · III. Controls and Animations · IV. Claiming Free Assets · V. Written Tutorial and Code · VI. Building AirJump

11:46

How to Make a Level Selection Screen in Godot 4

896 views · 3w ago · 11:46

Build a non-linear level progression system in Godot where players choose their own path. Combine scene transitions with switches and logic gates to track completed levels and unlock new worlds, bosses, or endings. Get this week's Ludonaut Loadout

Topics: I. Non-Linear Level Progression · II. Building The Progression System · III. Unlocking The Next World · IV. Replay And Meta Progression · V. Following The Tutorial · VI. Claiming The Asset Pack

14:46

How to Create a Random Loot Drop System in Godot

943 views · 3w ago · 14:46

Build a reusable loot system in Godot using weighted random scenes, reusable components, and signals. The result works for destructible objects, enemies, and multiple game genres. Get this week's Ludonaut Loadout Read the tutorial post

Topics: I. How The Loot System Works · III. Designing Reusable Systems · IV. Processing Loot Data · V. Building The Loot Drop · VI. Reusing Random Components · VII. Controlling Drop Outcomes

12:55

How I Create One-Page Game Design Document with Notion

734 views · 1mo ago · 12:55

Publishers invest only after you prove demand with a playable prototype, players and ideally early sales. Progress happens in stages, and the one-page game design document is the tool that lets you communicate clearly at every stage to teammates, investors or players.

Topics: I. Publisher Deals and Prototypes · II. Publishers Want Proven Demand · III. Building Team and Proof · IV. Communicating at Every Stage · V. One Page Game Design Document · VI. Choosing a Specific Niche

17:31

How to Avoid SCOPE CREEP and SHIP Your Game

1K views · 1mo ago · 17:31

Scope creep is the major enemy of indie game developers, this is because we usually lack project management skills. In this video, I explain the basics of project management so you can scope and budget your game, and get into the loop for professional game development.

Topics: I. When to Stop Developing · II. Budgeting and Shipping Process · III. What Entertainment Games Sell · IV. Flow State and Playtime · V. Core KPI is Playtime · VI. Replayability and Infinite Content

15:27

PLATFORMER PUZZLES with SWITCHES | Godot 4 Tutorial

1K views · 1mo ago · 15:27

Environmental trigger switches let one object change another's state (levers, buttons, plates, NPCs) building dynamic, exploration-driven worlds seen in Hollow Knight, Zelda, and Mini-Shoot Adventures. Static worlds feel lifeless. This tutorial fixes that in Godot, building a lever-and-bridge example with Switch Trigger, Switch Monitor, and Switch Bus nodes, connecting signals and syncing animations across scenes.

Topics: I. Intro: Environmental Trigger Switches · II. Switches in Doors and NPCs · III. Prerequisites and Game Examples · IV. Switch, Monitor, and Bus System · V. Gameplay Library Overview · VI. Platformer Genre Design Insights

22:46

How to Make a SCORE SYSTEM in Godot 4 Tutorial

1.3K views · 1mo ago · 22:46

Score points are how game designers talk to players, showing progress toward a goal. They're not just arcade scores: health, damage, and XP are all score points, gauging performance across combat, survival, and progression systems.

Topics: I. Intro: The Toy Problem · II. Health Points As Score · III. References And Dependencies · IV. Defeat Score Reward Description · V. Godot Engine Implementation · VI. The Singleton Pattern

20:12

Game Design: Metroidvanias Core Loop

936 views · 2mo ago · 20:12

Metroidvania DNA comes from three design decisions: exploration-gated upgrades, ability-gated exploration and ability-driven backtracking. These adventure elements run on real-time locomotion abilities, creating the classic explore-upgrade-explore loop that sets the genre apart from RPGs.

Topics: I. Turning Platformer into Metroidvania · II. X Post and Signature Debate · III. Exploration Gated Upgrade · IV. Ability Gated Exploration · V. Ability Driven Backtracking · VI. Action vs Adventure Dimensions

17:00

No-Code ENEMY AI with FINITE STATE MACHINES in Godot 4

1.6K views · 2mo ago · 17:00

Pattern enemy routine builds intelligent enemies that wander, detect players, telegraph attacks, shoot and explode. Behaviors are choreographed with AnimationPlayer while AnimationTree expressions drive smart transitions based on vision and health without complex code.

Topics: I. Pattern Enemy Routine Intro · II. Tutorial Resources and Tips · III. Defining Enemy Intelligence · IV. Decoupled Enemy Demo · V. Systems and Archetypes · VI. Behavior Choreography

21:17

MY ULTIMATE PLATFORMER CONTROLLER in Godot 4

547 views · 2mo ago · 21:17

Precision platforming delivers instant full-speed movement with zero momentum, fixing three common Godot flaws: screen-space physics that block gravity puzzles, frame-based input checks, and opposing directions that cancel player movement.

Topics: I. Precision Platforming Overview · II. Supported Gameplay Features · III. Origin of This Approach · IV. Three Common Mistakes · V. Screen Space Physics Fix · VI. Velocity Vector Projection

12:39

TRAPS in Godot 4

208 views · 2mo ago · 12:39

Environmental hazards are the single most important element for action adventure design: they force the player to move with intention. The environment itself is the threat, and skill is measured by reading it. Think of level design as music. Hazards are the notes that set the beat: jump, shoot, dash. Here I build a flame tower in Godot, wire continuous damage, and drop it into a tilemap to build levels fast.

Topics: I. Gameplay library intro · II. Why hazards matter most · III. Level design as music · IV. Distributing actions per level · V. Melody, harmony and beat · VI. Levels as an album

5:58

Godot 4 Best Practices Book Review | Better Game Development Workflows

1.9K views · 2mo ago · 5:58

In this video, I take a look at Godot 4 Best Practices by Robert Henning, a practical book for developers who want to improve the way they build, structure, & maintain Godot projects. It focuses on topics such as project organization, scenes and nodes, GDScript workflows, reusable systems, debugging, architecture decisions, and best practices for moving from small prototypes to more complete games.

9:02

Game Design: How I Design Enemies with Godot and Notion

405 views · 2mo ago · 9:02

Designing enemies feels abstract until you treat gameplay elements as a relational database. Composing archetypes, movement, attacks, and health from reusable entries turns fuzzy ideas into concrete, testable enemy sheets.

Topics: I. Building the Gameplay Library · II. Pattern Enemy Routine Demo · III. Enemy Data Sheet Overview · IV. Scott Rogers Enemy Archetypes · V. Linking Library to Design · VI. Choosing Enemy Movement

15:55

How to Make a Health System in Godot Engine 4 | 🔵Depletable Health Pool tutorial

428 views · 2mo ago · 15:55

A depletable health pool turns survival into a strategy game. Players get a finite resource, damage sources drain it, and depletion triggers failure, forcing them to rethink movement and combat every time hazards punish a lazy strategy.

Topics: I. Intro Depletable Health Pool · II. Strategy Dimension Overview · III. Level Example With Hazards · IV. Combat And Scoring Prerequisites · V. Level Design As Schooling · VI. Present Exercise Then Test

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