saving numbers with PlayerPrefs

So im testing some app making in unity (I know unity isnt for apps).
The app is very simple. There is 4 smileys. A mad smiley, a “okay” smiley, a "good smiley, and a “very good” smiley. Its like judgemnet app. And when you press on of the smileys, it gives 1 point to that smiley. And then you can see the statistics like this:

Mad: 8
Okay: 3
Good: 20
Very good: 34

But im having problems with saving the numbers. I have done it before with highscores, but its a little different. I know i need to use PlayerPrefs but i dont know how to use it in this case.
What i want is that there is a “saved number”. And when i press the smiley the “saved number” gets 1+. And i then can go out of the app and open it again, and its still 1.

Here is my code:
#pragma strict

var rigtiggodKlik = 0; //How many voted on this smiely.

function Start () {

}

function Update () 
{


}


function OnMouseDown () {
rigtiggodKlik++;
Application.LoadLevel("Takforstemme"); //Loading a new level that says: "Thanks for voting!".

}

So i want the “rigtiggodKlik” to be saved.

Psuedo-code:

function OnMouseDown () {

// Get value of your rigtiggodKlik from your Playerprefs using Playerprefs.GetInt("rigtiggodKlik");

// Add one and set value of rigtiggodKlik using Playerprefs using Playerprefs.SetInt("rigtiggodKlik", rigtiggodKlik++);

// Save your Playerprefs using Playerprefs.save

Application.LoadLevel("Takforstemme"); //Loading a new level that says: "Thanks for voting!".
}

EDIT: Updated to reflect the updated code derived from the code of OP.

var rigtiggodKlik : int = 0; //How many voted on this smiely.
var rigtigGod : int = PlayerPrefs.GetInt("rigtiggodKlik", 0);

function Start () {
}

function Update () 
{
}

function OnMouseDown () {
    Debug.Log("MouseDown");
    rigtiggodKlik = PlayerPrefs.GetInt("rigtiggodKlik"); 
    PlayerPrefs.SetInt("rigtiggodKlik", rigtiggodKlik++);
    PlayerPrefs.Save();
    Application.LoadLevel("Takforstemme"); //Loading a new level that says: "Thanks for voting!".
}

PlayerPrefs.SetInt(“WhatEverYouWantToCallItInternally”, rigtiggodKlik);
PlayerPrefs.Save();

then when you load

var rigtiggodKlik:int = PlayerPrefs.GetInt("WhatEverYouWantToCallItInternally", 0); // the zero here is the default if the key isn't found.