Once the user understands that initial engagement with the text requires a click on the center panel, the story can begin. Notice the three ducks at the bottom of the larger panel. The user can gain achievements, collect hats, and have a variety of endings.
In the first few clicks the panels follow a linear path.
Each image or word panel moves the user forward a single space, but then a trio of options appear giving the user a series of life choices for our duck character.
I was repeatedly struck by how the use of humor in the text kept me engaged. At times the humor took form in the illustrations or in the unfolding of the story line. I especially loved the description of Kitten cove as a hive of scum & villainy (Star Wars Mos Eisley Cantina call out?) with a cute panel in between that read like a dramatic pause followed by the panel and Kittens.
Historical nods to figures like Howard Hughes feel almost like an Easter egg hidden within the text.
My favorite of all the popular culture nods in this text is captured in this picture. The achievement: The Leap Home with the "Oh Boy!" underneath takes me back to the days when I would eagerly await for a new episode of Quantum Leap to air back in the late 1980s/early 1990s.
Created with images by juliejordanscott - "The Adventures of the Wooden Goose" • Rusty Clark ~ 100K Photos - "Bascom Lodge at Mt Greylock Summit" • Checo Che - "#peanuts #snoopy" • cdrummbks - "choose your own adventure 138: dinosaur island" • cdrummbks - "quantum leap: carny knowledge" • Alexas_Fotos - "luggage antique cat british shorthair duck funny" http://e-merl.com/stuff/duck.html