It is focused on game programming for Android or iOS mobile platforms.
The course is supposed to be at an intermediate level, although the first two sections of lessons, where you build a very basic platform game without touching a mobile device, work very well as an introduction (or a refresher, if that's your case) to all the 2D aspects of Godot.
The third section dives into the more specific parts of the course and explains how to set up Godot to generate installable packages for Android and iOS. Regarding mobile gameplay, it covers how to use the device's accelerometer and how to detect and correct screen scaling issues.
I found the fourth and fifth sections quite tedious because they focus on setting up the entire UI and adding functionality to the menu buttons. It's useful if you haven't seen this topic for Godot before, but if you're already familiar with it, these two sections can feel long. Even so, I don't recommend skipping them because what follows relies heavily on the UI set up in this part.
The sixth section is the most interesting because it focuses on how to interact with the Google Play API to offer in-game purchases. It uses Godot's official plugin for this. This section is quite complex and has a couple of points that are not well explained, not due to negligence on the author's part, but because these issues seem to only occur when using Google Play for the first time. Once resolved, they don't happen again, and you forget about them. Since the author has already worked on several Google Play projects, he didn't encounter these issues, and his lesson proceeds smoothly, not realizing that first-timers might face more difficulties. For example, the explanation on how to register as a developer on Google Play seemed brief. There's also a lesson, 6.12 "Acknowledging," where there's an entire thread of comments from people who faced the same issue, without the author stepping in to help. After much searching online, I managed to solve my problem and shared my solution in the comments. The solution was to unlock developer mode, not on the mobile device (which is explained in the course), but in the Play Store app itself. I suspect the author didn't mention this because it's something you unlock at the beginning and then forget about... until you face the issue again. In an introductory course like this, it's a mistake not to mention it.
The seventh section is about publishing the application, but compared to everything else, it is very simple.
The author uses GDScript, but I was translating it to Godot C# on the fly without any issues until the in-game purchases part, which forced me to practice how to call a component in GDScript (the plugin) from C#. Nothing complex. Once you realize that it's about loading the plugin as a GodotObject and then calling its internal methods with the Call() method, everything becomes very straightforward. You just have to keep in mind that the plugin returns Godot's own types, like Array or Dictionary, which are not exactly the same as C#'s native types. In this case, I had to analyze the plugin's source code (in Java) to understand it. For the author, all these type issues were transparent due to GDScript's dynamic typing.
The author explains things well. He is Turkish, but his English is one of the clearest I've heard in a course, and if listening to English is a problem for you, there are subtitles, which are quite accurate based on the few times I've needed to use them. I also found the author's programming practices to be "healthy," resulting in a well-structured program. The principle of "downstream you call methods on references, while upstream you return signals" is something I had already suspected from my own experience, but this is the first time I've heard it explicitly mentioned, and it's a design principle I liked a lot.
Overall, despite its small flaws, the course is generally good and interesting. I recommend it.