Phemie's Fable
Play as Phemie, the dragon koi, in defending her sanctuary from invading spirits. Every 10 seconds, two weapon and stat options will refresh. Pay attention and react quickly to bolster your cute fishie (Phemie’s Designer: It’s not a fish, she’s a dragon, I’m weeping D:) and take down as many ghosties as you can.
Also, make sure to listen to the full title theme, because it's really beautiful!
Check out the game at our itch page: https://austinlaw8.itch.io/phemies-fable
WASD to move, Q/E to choose your next weapon, and click to attack!
Every 10 seconds, the enemies will get stronger, you will receive a new weapon, and your stats will increase. Use Q/E to choose the weapon you will get, along with the stat that will get increased!
Thanks to everyone who worked on the game!!!
- Insta: @lightlord88
- MuseScore: https://bit.ly/aaronleemusic
- Twitter: @JoshuaDenk
Also, make sure to listen to the full title theme, because it's really beautiful!
Check out the game at our itch page: https://austinlaw8.itch.io/phemies-fable
How To Play
WASD to move, Q/E to choose your next weapon, and click to attack!
Every 10 seconds, the enemies will get stronger, you will receive a new weapon, and your stats will increase. Use Q/E to choose the weapon you will get, along with the stat that will get increased!
Credits
Thanks to everyone who worked on the game!!!
Featured Socials
Aaron Lee
- Discord: Lv. 100 Metapod#0672- Insta: @lightlord88
- MuseScore: https://bit.ly/aaronleemusic
Austin Law
- Itch: https://austinlaw8.itch.io/Isabelle Szeto
- Itch: https://yiyizeto.itch.io/Joshua Denk
- Itch: https://joshdenk.itch.io/- Twitter: @JoshuaDenk


Comments22
The gameplay is solid, although the fast pace leaves little time to really look at the various weapon upgrades you get. So I just ended up choosing semi-randomly and smashing away :grin: I noticed a potential bug - a few times I had quite a lag when changing weapons. A weapon changed in the UI (checkmark moved) but Phemie didn't change the weapon he was holding for quite a time.
I would suggest adding some delicate animation to the player when he takes damage - it would improve feedback.
My one wondering is - how did Phemie end up on this fighting forest arena, and who lock him there with the lasers :wink:?
As for weapon swapping, Q and E simply surround one of the weapon/stat boosts with the green selection border, but do not instantly give grant you what’s in the box. Instead, every 10 seconds you receive what’s in the selected box, hence the timer above the two options. I’ll add a note to make that more clear in-game in the future!
I agree with your take-damage animation suggestion, and have added that to the list right next to red damage animation on enemies when they take a critical hit.
Thanks for playing and for such comprehensive feedback! I really appreciate it :)
Music is lovely and well made!
I loved the weapons, the sword was super satisfying because it kinda felt like I was sweeping the spirits like dustbunnies, Phemie's tidying up!
I loved the mechanic overall, It reminded me of a fast-paced version of the mechanic in roguelites like Slay the Spire or Hades, where you have only a few choices between each level of what new tools to add to your repertoire. (I'm sure there's a better comparison out there, but my point is, I am a fan!)
The only critique I have has already been mentioned. I agree that some sort of take-damage animation would help, perhaps also have the health bar blink when hit. There were some moments when I couldn't tell what enemy's hitbox damaged me, it was a bit harder to learn and react in that case. But certainly not the end of the world! As for the confusion another commenter mentioned about the weapon/stat swap—I was able to figure out that the weapons changed when the timer turned over and that the green box indicated which was chosen, but as I played, I think the pace was quick enough that it took a bit too long to glance away and check where the green outline was. Perhaps if the line was thicker, or it gave off some other visual cue (like pulsating), it would be easier to spot and refer to throughout play. But again, a pretty small detail!
Overall, EXCELLENT! I love it, you all should be proud!
very nice polish! game was fun and concept was pretty cool too. audio could use a little work but... 72 hours lol.
loved it!
Also, as a PSA for everyone: enemies have longer range than you think. That’s something a few people have mentioned, and something I’ve marked to adjust/signal in the future, but for now, now you know
The animation for the sword really caught my eye and looked almost like the swish of a fish's tail which I thoroughly appreciated although I'm not sure it was intentional lol.
I love this genre of games and have enjoyed seeing the various takes on it in recent times. This one is up there as one of the better ones!
Great job friends :)