# Falling Duck scoring looks flawed

**URL:** <https://forum.makecode.com/t/falling-duck-scoring-looks-flawed/959>\
**Category:** Arcade\
**Created:** [December 29, 2019, 1:42pm UTC](https://forum.makecode.com/t/falling-duck-scoring-looks-flawed/959 "2019-12-29T13:42:47Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![kjw](https://avatars.discourse-cdn.com/v4/letter/k/e79b87/32.png) [@kjw](https://forum.makecode.com/u/kjw)\
**Post date:** [December 29, 2019, 1:42pm UTC](https://forum.makecode.com/t/falling-duck-scoring-looks-flawed/959/1 "2019-12-29T13:42:47Z")

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There’s sometimes a double score in falling duck as the duck passes the gaps. The first attempt here shows things working ok, the _second attemp_t shows a double increment passing the first gap. This happens to be on `0.15.5 5.30.6` but I’m thinking it’s more related to its quesitonable technique of using an overlap with an invisible sprite with the expectation from the game author that this event will only ever fire exactly once for the distance condition the code applies?

![falling-duck-fullscreen-0.15.5-doublescoreonsecondgame](https://us1.discourse-cdn.com/flex020/uploads/makecode/original/1X/a304244a764ca927a0bdb004e4006dafd8e00d4a.gif)

This is likely to prevent falling duck’s inevitable ascent to a professional esport.
