You play as a ship lost out at deep sea, on a mission to obtain as much treasure as possible - by destroying sharks, other rival ships and bosses, and by plundering the chests lost at sea. Use the treasures you have obtained to upgrade your ship so that it can hit harder, shoot faster, sail faster, increase the value of found loot, be able to attract treasures from a longer distance, have a greater capacity, and be more resistant to damage. How long will you be able to survive the onslaught from the continuously oncoming ships? Will you be able to plunder the treasures from the fabled ghost ships?
This game can be played at here.
This game provide examples of:
- Added Alliterative Appeal: The title.
- Anachronism Stew: The game appears to be set during the Golden Age of piracy, yet the second boss is a giant submarine.
- Bullet Hell: Used by the final boss' final form. Spread Shot attacks everywhere, plus "walls" of bullets being fired at you. It's a hectic experience once it gets to 1/3 of its health and ALL its bullets go super-speed.
- Degraded Boss: The first boss (the pirate ship with three flags), comes back in the third stage loops (after the Final Boss is beaten) as a relatively common enemy. Though, it doesn't fire as often and in bulk like the original.
- Difficulty by Acceleration: The final third of the Thunder's second phase is exactly like that of the second part, but all its bullets are now much faster making it harder to avoid them.
- The End... Or Is It?: The Achievement you get from beating the final boss' first form has an "or is it?" in the description. Cue the boss entering its Bullet Hell second form.
- Eyepatch of Power: Lachhh the Pirate.
- Featureless Protagonist: The only thing you see that identifies you is your ship. Nothing more, nothing less.
- Ghost Ship: Both forms of the final boss are this.
- Incendiary Exponent: The Thunder catches fire after you kill it the first time.
- Inexplicable Treasure Chests: There's no explanation because there is no story at all.
- Minimalism: Your mouse-controlled ship against other ships and sharks on an empty blue screen.
- Money Spider: The sharks. How else would it explain where sharks inexplicably get all their loot from.
- More Dakka: A high level recharge rate turns your ship into dakka incarnate.
- New Game+: Once you defeat the Final Boss, you go back to directly to the third stage albeit with 1. A Degraded Boss added in 2. a longer boss timer marking the time until you fight the Final Boss once more. This cycle repeats ad infinitum until you perish.
- A second example is when you complete a game (through dying), all the loot accumulated is tallied up, and used to determine whether you have enough to advance to the next officer level. Higher officer levels mean a greater amount of starting gold upon beginning a new game.
- No-Damage Run: You get an achievement for beating a boss without taking damage. This thankfully and understandably doesn't include The Thunder's second form (you only need to beat the first form without getting hit).
- No Plot? No Problem!: Most of the story in the above description has to be inferred - there's explicitly no story to this game at all. The only goal in this game is gain as much loot as possible, and destroy as many enemy ships as possible.
- Orbiting Particle Shield: Used by the second boss, the submarine. These protect it from most of your attacks but can be destroyed, and it also sends them out in a Reverse Shrapnel format... which also allows the player to get a clear shot at it before it retracts them.
- Pirate: Most of the enemies you face, all the bosses, and also probably yourself.
- Sequential Boss: The Final Boss. After destroying the ghost ship the first time, it becomes the Thunder which outputs lots of Bullet Hell. The achievement you even get for beating the first form has "or is it?"
- Spread Shot: The ship's cannon's cannonballs, have this trait following the second power level (excluding the third). The Giant Mook enemy ships also use a spread of three, the Submarine boss uses a spread of three which becomes a spread of five when it Turns Red, and the final boss constantly uses a spread of at least 7.
- Suspiciously Similar Song: Certain segments of the background music sound somewhat similar and have a similar tempo to that of He's A Pirate.
- Tactical Suicide Boss: If the submarine didn't remove every now and then those red and green orbs circling it, it would be almost completely invulnerable. Oh, and there's also the fact that it never goes underwater. However, if your cannons are sufficiently upgraded you can shoot the orbs before they move out.
- Threatening Shark: Inverted, they're the most common and least menacing enemy, as they don't even fire at you.