Walks in a nice straight line and rarely wanders. Follow Puddle and you will probably be fine.
DuckPond
One hundred ducks tumble out of a crate and waddle wherever they like. Two players share one toolbox — bridges, conveyors, trampolines, fans — and build the way down together before the ducks walk off the edge.
A crate in the sky drops one duck at a time onto the top layer. They walk their route, take short detours but never wander off a side edge, stop to peer over a gap before stepping off, hop down one layer, survive two, and go splat on three.
Both players see the whole world and can place anything, anytime. Pieces are shared and limited, and can be picked back up — the fun is arguing about where the last hedge goes.
Each duck has a personality. Some turn corners for no reason, some take off and land wherever, and one falls asleep in front of the fox.
Six chunky low-poly toy ducks. Every duck that drops out of the crate is one of these — the mix changes what you need to build. All six are in the 3D viewer, downloadable as OBJ or GLB.
Walks in a nice straight line and rarely wanders. Follow Puddle and you will probably be fine.
Fast, small and easily distracted. Pip turns corners for no reason at all — hedge the edges!
Too heavy to fly and too sleepy to hurry. Bertie plods, but big ducks bounce the same as small ones.
Sage-tipped wings and wide eyes. Takes off whenever she fancies and lands wherever. Build a Clip Station early or she floats off the map.
Stops for a little sleep now and then. Harmless — unless he naps in front of a fox.
Hat, shades, no fear. Always first across a new bridge. Never turns around, even when he probably should.
The library grows one or two pieces per level, so kids learn each mechanic before they have to combine them. Pieces are limited per level and can be picked back up.
Hazards — foxes, sliding platforms, night — belong to the level, not the toolbox.
Spans a one-tile gap at the height of its neighbours.
Level 1A diagonal hedge. Ducks bounce 90° off it like a mirror — flip it to send them the other way. Foxes turn back at it.
Level 1Pushes ducks the way it points, faster than they walk. Turns in four directions.
Level 2Boing. Ducks land two tiles ahead, up to three layers higher.
Level 2Blows ducks three tiles across a gap, to anything at the same height or lower.
Level 3A little arch with scissors. Ducks walking through get a trim and stop taking off.
Level 3Ducks queue behind the bar. Next to a sliding platform it opens only while the platform is docked; elsewhere it opens every few seconds to pace the flock.
Level 4Patrols a row and eats any duck he bumps into. A hedge in his path turns him around.
Hazard · Level 3A plank glides back and forth over a gap; ducks ride it if they time it right. Level 4 is lit by moon and lantern.
Hazard · Level 4Read straight from the game data, so the boards and the playable levels never drift apart. Lighter green is higher; the number is the layer. Ducks survive a two-layer drop and not a three-layer one.
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Hover a tile to preview the piece, click to place it, right-click to turn it. Click a placed piece to pick it back up. Keys 1–6 pick a tool.
WASD moves a sage ring around the board (relative to the camera), Space builds, R turns the piece, Q and E cycle tools.
Arrow keys rotate and zoom the whole board so either player can look behind a cliff. F fast-forwards, P pauses — both players can call a time-out.