The World of Ducks

Quackoria Play

Quack Stack

A crate slides back and forth across the pond. Drop it on the tower. Whatever hangs over the edge falls in the water — and the next crate is that much narrower.

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A crate slides across the pond and you drop it on the tower. Whatever hangs over the edge is sheared off and falls in the water, so every sloppy drop makes the next one harder. That much is visible in the first thirty seconds.

What is not visible is that the scoring turns this into a precision game rather than a survival one. A crate landed roughly is worth one point. A crate landed with almost no overhang — under about a pixel and a half — is worth three. So a careful player scores at triple the rate of a fast one and keeps a wide tower while doing it, which then makes every subsequent drop easier. The two effects compound, and that is why the gap between a mediocre run and a good one is so much larger here than in the other games.

There is also a strange escape hatch. Missing the tower completely costs a life, but it does not cost you any width — the next crate returns at the width you already had. So with a tower narrowed to a sliver and two lives in hand, a deliberate miss is not a disaster. You are trading lives for nothing at all, which is occasionally the right trade.

How to Play

  • A crate slides left and right above the tower.
  • Tap, click or press Space to drop it.
  • Any part hanging over the edge falls into the water and is lost.
  • Drop it perfectly and you get a bonus and keep your full width.
  • Miss the tower completely and you lose a life. Three lives.

Controls

Desktop

  • Space or Down arrowDrop the crate
  • ClickDrop the crate
  • PPause and resume
  • RRestart
  • MSound on or off

Mobile

  • Tap anywhereDrop the crate

Gameplay tips

  • Drop a fraction early. The crate is still travelling while you decide, and it moves further during that moment than it feels like it does.
  • A near-perfect drop is worth three points instead of one and preserves your width. Accuracy is not just tidier — it is triple the score.
  • The crate alternates sides on every drop, including after a miss. You always know where the next one is coming from.
  • Watch the edge of the tower you are trying to match, not the middle of the crate.
  • A total miss costs a life but costs no width. With a narrow tower and lives in hand, missing on purpose is sometimes the better trade.
  • Landing a two-pixel sliver counts as a complete miss, not as a very thin crate. There is no way to keep a tower that narrow alive.
  • Once you pass about forty crates the speed stops rising. If you get there, the game stops getting harder.

About the game

One point for landing a crate, plus two more if you land it almost perfectly — under about a pixel and a half of lost width. A clean drop is worth three times a scruffy one, and it also keeps your tower wide, so accuracy pays twice.
Three lives, and they are only spent on complete misses. Narrowing your tower to a sliver does not end the run by itself; you have to miss the stack entirely, three times.
The crate speeds up as the tower grows — about 0.16 faster per crate from a start of 2.6 — and then it stops. The speed caps out at forty crates high, so if you get that far the game never gets faster again and the only remaining difficulty is the width you have left to aim at.
Two things are more predictable than they look. The crate alternates direction every single drop, including after a miss, so you always know which side the next one arrives from. And on a wide desktop window the opening crate is proportionally narrower than on a phone, because its width is capped in pixels rather than scaled to the screen.

Frequently asked questions

What counts as a perfect drop?

Losing less than about a pixel and a half of width. It pays two bonus points on top of the one for landing, so a perfect crate is worth three.

How many lives do I get?

Three, and they are only lost by missing the tower completely. A very narrow tower does not end the run on its own.

Does missing cost me width?

No. After a complete miss the next crate comes back at the width you already had, so a miss trades a life for nothing else.

Does the crate keep speeding up?

Only to a point. It gains about 0.16 speed per crate from a start of 2.6 and caps out at forty crates high. Past that it never gets faster.

Which side does the next crate come from?

Always the opposite side to the last one. The direction flips on every drop, including after a miss.

Why did a tiny sliver count as a miss?

Anything about two pixels or under is treated as a complete miss rather than a very thin crate. There is no sub-two-pixel tower.

Does the tower ever stop growing?

No. The view scrolls up as you build, so you can keep going for as long as you have width and lives.