One button, one duck, and a line of floating planks. Hold to charge the jump and let go to leap; too little and the duck drops into the meadow, too much and it sails past the plank entirely. There is nothing else in the game — no enemies, no power-ups, no second mechanic introduced at level five — so the whole thing lives on how well the charge meter reads, and it reads perfectly. Every landing is a point, and the number you stop at is the only thing the game remembers.