Not A Vania

Not A Vania is a 2D action‑platformer developed using GDevelop. Inspired by classic Metroidvania-style games (and intentionally poking fun at them), the game blends fast-paced platforming, combat, and exploration with a self-aware tone.


Table of Contents


1. Overview

Despite the name, Not A Vania focuses on tight movement and level-based progression rather than a traditional open-ended Metroidvania structure.


2. Gameplay

The core gameplay revolves around:

Levels are designed to challenge player timing and positioning rather than grinding or RPG-style stat progression.


3. Controls

(Default – customizable depending on build)


4. Mechanics


5. Levels & Environments

Levels are separated into distinct stages rather than a fully connected map.

Example environments:

Each environment introduces new mechanics or hazards.


6. Enemies

Enemies are designed around movement patterns and positioning.

Common enemy types:


7. Bosses

Boss fights emphasize pattern recognition and movement.

Typical boss traits:


8. Player Character

The protagonist is a deliberately unnamed or loosely defined character, reinforcing the parody aspect of the game.

Abilities may include:


9. Items & Power-Ups

Some power-ups may be temporary, while others permanently alter gameplay.


10. Story & Lore

The story is minimal and intentionally vague.

General themes:

Lore is often delivered through environmental clues or joke dialogue rather than cutscenes.


11. Development

The game is built using event-based logic, making rapid iteration and experimentation a core part of development.


12. Version History

(Expand as development continues)


13. Trivia