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Changed line(s) 22 (click to see context) from:
* OneWordVocabulary: The duck says nothing but "Quack!" and modifications thereof.
to:
* OneWordVocabulary: The duck says nothing but "Quack!" and or slight modifications thereof.
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* OneWordVocabulary: The duck says nothing but "Quack!" and modifications thereof.
Deleted line(s) 26 (click to see context) :
* VerbalTic: The duck says nothing but "Quack!" and slight modifications thereof.
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* TalkLikeAPirate: {{Averted}} in "High Adventure" where the duck still says nothing but [[VerbalTic "Quack!"]] even as a pirate.
* VerbalTic: The duck says nothing but "Quack!" and slight modifications thereof.
* VerbalTic: The duck says nothing but "Quack!" and slight modifications thereof.
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Changed line(s) 13 (click to see context) from:
* CosmeticAward: he 7 hats.
to:
* CosmeticAward: he The 7 hats.
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* HeelFaceTurn: Choosing to "Play the Field" eventually results in a downward spiral making the duck resolve to change. There are two ways to do this: "Seek Lost Love" or "Reinvent Self"
to:
* HeelFaceTurn: Choosing to "Play the Field" eventually results in a downward spiral making the duck resolve to change. There are two ways to do this: "Seek Lost Love" or "Reinvent Self"Self".
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*HeelFaceTurn: Choosing to "Play the Field" eventually results in a downward spiral making the duck resolve to change. There are two ways to do this: "Seek Lost Love" or "Reinvent Self"
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Changed line(s) 13 (click to see context) from:
* CosmeticAward: The 12 achievements and the 7 hats.
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* CosmeticAward: The 12 achievements and the he 7 hats.
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* EffortlessAchievement: The 12 achievements.
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* HundredPercentCompletion: Discovering all possible storylines is about the only thing there is to do in the game.
Changed line(s) 21 (click to see context) from:
* StoryToGameplayRatio: Very high. Gameplay is virtually limited to the branching points where the player decides how the story progresses. However, the game aims for HundredPercentCompletion which forces the player to discover all the remaining choices later anyway.
to:
* StoryToGameplayRatio: Very high. Gameplay is virtually limited to the branching points where the player decides how the story progresses. However, the game aims for HundredPercentCompletion which forces the player to discover all the remaining choices sooner or later anyway.
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* StoryToGameplayRatio: Very high. Gameplay is virtually limited to the branching points where the player decides how the story progresses. However, the game aims for HundredPercentCompletion which forces the player to discover all the remaining choices later anyway.
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Changed line(s) 6,7 (click to see context) from:
* AlternateSelf: The "Bermuda Pentangle" and "Dimension Jump" storylines merge allowing you to meet your alternate self. Note, however, that the story ends differently from each self's perspective.
* AnotherSideAnotherStory: The "Bermuda Pentangle" and "Dimension Jump" storylines eventually merge, as do "Become a Writer" and "Chase Fish" allowing the player to experience the events twice, from each self's perspective.
* AnotherSideAnotherStory: The "Bermuda Pentangle" and "Dimension Jump" storylines eventually merge, as do "Become a Writer" and "Chase Fish" allowing the player to experience the events twice, from each self's perspective.
to:
* AlternateSelf: The "Bermuda Pentangle" and "Dimension Jump" storylines merge allowing you to meet your alternate self. Note, however, that the story ends differently from each self's perspective.
self.
* AnotherSideAnotherStory: The "Bermuda Pentangle" and "Dimension Jump" storylines eventually merge, as do "Become a Writer" and "Chase Fish" allowing the player to experience the events twice, from each self's perspective. Note that the story actually ends differently for each self.
* AnotherSideAnotherStory: The "Bermuda Pentangle" and "Dimension Jump" storylines eventually merge, as do "Become a Writer" and "Chase Fish" allowing the player to experience the events twice, from each self's perspective. Note that the story actually ends differently for each self.
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* AnotherSideAnotherStory: The "Bermuda Pentangle" and "Dimension Jump" storylines eventually merge, as do "Become a Writer" and "Chase Fish" allowing the player to experience the events twice, from each self's perspective.
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* GoldenEnding: The "Charitable Mansion" storyline includes the "Best of All Possible Worlds" achievement.
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* WritersBlock: Choosing "Retire" within the "Become a Writer" storyline eventually leads to this.
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Changed line(s) 6 (click to see context) from:
* AlternateSelf: "Bermuda Pentangle" and "Dimension Jump" merge allowing you to meet your alternate self. Note, however, that the story ends differently from each self's perspective.
to:
* AlternateSelf: The "Bermuda Pentangle" and "Dimension Jump" storylines merge allowing you to meet your alternate self. Note, however, that the story ends differently from each self's perspective.
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Added DiffLines:
* AlternateSelf: "Bermuda Pentangle" and "Dimension Jump" merge allowing you to meet your alternate self. Note, however, that the story ends differently from each self's perspective.
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* BuffySpeak: In "An Education", the duck can choose to study either "Arty Things" or "Science Stuff".
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Changed line(s) 6 (click to see context) from:
* ArsonMurderAndJaywalking: The "Kitten Cove" is referred to as a "hive of scum & villainy ... and kittens"
to:
* ArsonMurderAndJaywalking: The "Kitten Cove" Kitten Cove is referred to as a "hive of scum & villainy ... and kittens"
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Changed line(s) 6 (click to see context) from:
* BigFirstChoice: After the forth panel, the player has to choose between "A SIMPLE LIFE", "AN EDUCATION", and "HIGH ADVENTURE".
to:
* ArsonMurderAndJaywalking: The "Kitten Cove" is referred to as a "hive of scum & villainy ... and kittens"
* BigFirstChoice: After the forth panel, the player has to choose between "ASIMPLE LIFE", "AN EDUCATION", Simple Life", "An Education", and "HIGH ADVENTURE"."High Adventure".
* BigFirstChoice: After the forth panel, the player has to choose between "A
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* FirstLove: The result of choosing to "CHASE LADIES". It's then up to the player to decide whether it's going to be successful ("SETTLE DOWN") or not ("PLAY THE FIELD").
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* FirstLove: The result of choosing to "CHASE LADIES". "Chase Ladies". It's then up to the player to decide whether it's going to be successful ("SETTLE DOWN") ("Settle Down") or not ("PLAY THE FIELD").("Play the Field").
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Changed line(s) 8 (click to see context) from:
* FirstLove: The result of choosing "CHASE LADIES". It's then up to the player to decide whether it's going to be successful ("SETTLE DOWN") or not ("PLAY THE FIELD").
to:
* FirstLove: The result of choosing to "CHASE LADIES". It's then up to the player to decide whether it's going to be successful ("SETTLE DOWN") or not ("PLAY THE FIELD").
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Changed line(s) 8 (click to see context) from:
* FirstLove: The result of choosing to CHASE LADIES. It's then up to the player to decide whether it's going to be successful ("SETTLE DOWN") or not ("PLAY THE FIELD").
to:
* FirstLove: The result of choosing to CHASE LADIES."CHASE LADIES". It's then up to the player to decide whether it's going to be successful ("SETTLE DOWN") or not ("PLAY THE FIELD").
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Changed line(s) 9 (click to see context) from:
* {{Gamebooks}}
to:
* {{Gamebooks}}{{Gamebooks}}: The very genre of the game.
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* NiceHat: There are 7 collectible hats.
* PromptlessBranchingPoint.
* StoryBranching: The entire point of the game.
* PromptlessBranchingPoint.
* StoryBranching: The entire point of the game.
to:
* NiceHat: There are 7 collectible hats.
hats to collect throughout the game.
*PromptlessBranchingPoint.
PromptlessBranchingPoint: A lot of the branching points can be considered this.
* StoryBranching:The entire point of Obviously, since the game.
game is a {{Gamebook}}, a genre story branching is integral to.
*
* StoryBranching:
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Changed line(s) 1,2 (click to see context) from:
''A Duck Has An Adventure'' is a {{Gamebook}}-style flash game by Daniel Merlin Goodbrey.
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''A Duck Has An Adventure'' is a {{Gamebook}}-style flash game by Daniel Merlin Goodbrey.
''Creator/DanielMerlinGoodbrey'' who also created ''Videogame/TheEmptyKingdom'', and ''Videogame/IcarusNeeds''.
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* FirstLove: The result of choosing to CHASE LADIES. It's then up to the player to decide whether it's going to be successful (SETTLE DOWN) or not (PLAY THE FIELD).
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* FirstLove: The result of choosing to CHASE LADIES. It's then up to the player to decide whether it's going to be successful (SETTLE DOWN) ("SETTLE DOWN") or not (PLAY ("PLAY THE FIELD).FIELD").
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* FirstLove: The result of choosing to CHASE LADIES. It's then up to the player to decide whether it's going to be successful (SETTLE DOWN) or not (PLAY THE FIELD).
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* BigFirstChoice: After the forth panel, the player has to choose between "A SIMPLE LIFE", "AN EDUCATION", and "HIGH ADVENTURE".
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* {{Gamebooks}}
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* NiceHat: There are 7 collectible hats.
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Added line(s) 7 (click to see context) :
* CosmeticAward: The 12 achievements and the 7 hats.
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to:
* PromptlessBranchingPoint.
* StoryBranching: The entire point of the game.
* StoryBranching: The entire point of the game.
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Changed line(s) 1,2 (click to see context) from:
''A Duck Has An Adventure'' is an InteractiveFiction game by Daniel Merlin Goodbrey.
to:
''A Duck Has An Adventure'' is an InteractiveFiction a {{Gamebook}}-style flash game by Daniel Merlin Goodbrey.
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* Trope: ggg
to:
* Trope: ggg
MultipleEndings: There are 16.
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!! This game provides an example of:
to:
!! This game provides an example examples of:
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''A Duck Has An Adventure'' is an InteractiveFiction game by Daniel Merlin Goodbrey.
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!! This game provides an example of:
* Trope: ggg
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!! This game provides an example of:
* Trope: ggg
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