score not increasing and staying at 1

im trying to make a game like pipe dream. i have a system where you have a score for where objects are if your score is greater than the max score you change levels. if the thing is a child of a certain tag score goes upwards. however score isnt going upwards and is simply staying at 1 the boolean for if its on the right thing is true so it should add to the score. whats the problem i cant see it.![alt text][1]

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class DetectionScript : MonoBehaviour {
    public int score;
    public bool pointAdded;
    public int MaxScore;
    public int add;

    // Use this for initialization
    void Start () {
        MaxScore = 9;
        score = 1;
        pointAdded = false;
        add = 1;
    }

    // Update is called once per frame
    void Update()
    {
        if (transform.parent.tag == "Horiz" && !pointAdded)// if points added = true and its parent is whatever do this
        {
            score = score ++;
            pointAdded = true;
            Debug.Log(score + " this sucks" + pointAdded);
        }

        if (transform.parent.tag == "Vert" && !pointAdded) //if points added = true and its parent is vert and it is rotated 90 on its z
        {
            score = score ++;
            pointAdded = true;
            Debug.Log(score + " this sucks" + pointAdded);
        }

        if (transform.parent.tag == "TL" && !pointAdded)//its parent is tl
        {
            score = score ++;
            pointAdded = true;
            Debug.Log(score + " this sucks" + pointAdded);
        }
        if (transform.parent.tag == "TR" && !pointAdded)//its parent is tr
        {
            score = score ++;
            pointAdded = true;
            Debug.Log(score + " this sucks" + pointAdded);
        }
        if (transform.parent.tag == "BL" && !pointAdded)// its parent is bl
        {
            score = score++;
            pointAdded = true;
            Debug.Log(score + " this sucks" + pointAdded);
        }
        if (transform.parent.tag == "BR" && !pointAdded)// its parent is br
        {
            score = score++;
            pointAdded = true;
            Debug.Log(score + " this sucks" + pointAdded);
        }
        if (transform.parent.tag == "Blank") // copy and paste this on the thing you dont want to give points  if blank no points
        {
            score = 0;
            pointAdded = false;
            Debug.Log(score + " this sucks" + pointAdded);
        }
        if (score >= MaxScore)
        {
            SceneManager.LoadScene("basics scene should be good");
        }
    }
}

`

the debug.log for points added comes up as true