Frantic Frigates

Everything About Fiction You Never Wanted to Know.

Frantic Frigates is online 2D Flash Shoot'Em Up made by the developers at Berzerk Studio.

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.


Tropes used in Frantic Frigates include:
  • Anachronism Stew: The game appears to be set during the Golden Age of piracy, yet the second boss is a giant submarine.
  • Degraded Boss: The first boss (the pirate ship with three flags), comes back in the third stage as a relatively common enemy. Though, it doesn't fire as often and in bulk like the original.
  • Everything's Even Worse with Sharks: Inverted, they're the most common and easiest enemy.
  • 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.
  • Inexplicable Treasure Chests: There's no explanation because there is no story at all.
  • Instant Plunder, Just Add Pirates: Most of the enemies you face, all the bosses, and also probably yourself.
  • 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.
  • New Game+: Once you defeat the Final Boss, you go back to directly to the third stage albeit with 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 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.
  • Spread Shot: The ship's cannon's cannonballs, have this trait following the second power level (excluding the third).
  • Tactical Suicide Boss: If the submarine didn't remove every now and then those green orbs circling it, it would be almost completely invulnerable. Oh, and there's also the fact that it never goes underwater.