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
Overview
Gameplay
Controls
Mechanics
Levels & Environments
Enemies
Bosses
Player Character
Items & Power-Ups
Story & Lore
Development
Version History
Trivia
1. Overview
Genre: 2D Platformer / Action
Engine: GDevelop
Platform(s): PC (others TBD)
Perspective: Side-scrolling
Tone: Humorous, self-aware
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:
Precision platforming
Enemy encounters
Environmental hazards
Learning level patterns through trial and error
Levels are designed to challenge player timing and positioning rather than grinding or RPG-style stat progression.
3. Controls
(Default – customizable depending on build)
Move Left / Right: A / D or Arrow Keys
Jump: Space
Attack: Left Mouse / Z
Dash / Ability: Shift / X
Pause: Esc
4. Mechanics
Jumping: Tight jump arcs with mid-air control
Combat: Simple but responsive melee or projectile attacks
Checkpoints: Placed throughout levels to reduce frustration
Damage System: Player takes damage on contact or hazards
5. Levels & Environments
Levels are separated into distinct stages rather than a fully connected map.
Example environments:
Ruined Castles
Underground Caverns
Trap-Filled Towers
Glitchy / Meta Levels
Each environment introduces new mechanics or hazards.
6. Enemies
Enemies are designed around movement patterns and positioning.
Common enemy types:
Walking enemies
Flying enemies
Projectile shooters
Trap-based enemies
7. Bosses
Boss fights emphasize pattern recognition and movement.
Typical boss traits:
Multiple attack phases
Increasing difficulty as health lowers
Unique mechanics not seen in regular levels
8. Player Character
The protagonist is a deliberately unnamed or loosely defined character, reinforcing the parody aspect of the game.
Abilities may include:
Jump
Attack
Dash (unlockable or default)
Special abilities (TBD)
9. Items & Power-Ups
Health pickups
Temporary buffs
Ability unlocks
Some power-ups may be temporary, while others permanently alter gameplay.
10. Story & Lore
The story is minimal and intentionally vague.
General themes:
Parody of classic gothic heroes
Breaking the fourth wall
Humor through expectation subversion
Lore is often delivered through environmental clues or joke dialogue rather than cutscenes.
11. Development
Engine: GDevelop
Developer: Waffle
Development Style: Indie / Solo Dev Friendly
The game is built using event-based logic, making rapid iteration and experimentation a core part of development.
12. Version History
v0.1: Core movement and first test level
v0.2: Enemy AI and combat
v0.3: First boss and polish pass
(Expand as development continues)
13. Trivia
The title Not A Vania is a direct joke about Metroidvania naming conventions.
Despite the name, players often still call it a Metroidvania.