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26m 49s logged

Duck CEO did not start as a framework decision. It started as a sentence: you work for a duck, and the duck is keeping score.

I wanted a productivity game that felt like corporate satire, not a joke app with emoji and badges. The duck had to sound like middle management: understated, judgmental, slightly bureaucratic. If the writing failed, the timers and UI would not save it.

So phase one was content only:

Assignment copy that sits between self-care and absurdity (“Drink water.” / “Eat something that isn’t beige.” / “Do not think about the duck.”)

Praise that barely approves you (“Acceptable.” / “You may keep your desk.”)

Disappointment that escalates without yelling (“The duck says nothing. That’s worse.” / “The duck has scheduled a meeting. No agenda.”)

This log is about locking tone before mechanics. The game is basically a delivery system for that voice. Get the voice wrong and you have a fancy todo list. Get it right and a mallard in a suit feels like HR.

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