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Duck CEO is finally a small, complete product. It has one page, one boss, and one career. You clock in, the duck assigns you work, and you either complete it or disappoint him while he keeps score. The final build includes a task pool that mixes useful and ridiculous assignments, individual deadlines for each task, a patience system with moods ranging from Pleased to Terminated, a performance log, persistent progress through local storage, and a firing screen complete with a humiliating rehire button. I also kept the visual language consistent with the printed office memo aesthetic and the repository small enough to understand, build, and run without unnecessary complexity. The real goal was never to build another productivity suite. It was to make a simple system where the player actually feels judged by a fictional duck. The timers, mood changes, performance log, animations, and termination screen all exist to make that feeling stronger. If someone finishes the game feeling slightly guilty for disappointing a mallard, then the systems have done their job. For now, the duck is monitoring output, the pond is outside, and your employment is entirely dependent on whether you do what you were told.

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