The same repetitive strategy works on every single level: draw a high path, shove Dan up there by scribbling under him, then push him to the exit. As noted by eiggy, these sorts of games normally have limitations of some kind; the reason for that is that a lack thereof makes the gameplay completely trivial.
The "Back to Menu" button being right near the center of the drawing space is incredibly silly, and accidentally clicking it dooms you to replaying the entire game due to the lack of a level select screen. Which I am not inclined to do.
EDIT: Yes, dropbox.com/s/apspjv42wzjkshu/Screen%20Shot%202020-04-10%20at%2006.47.12.png?dl=0 should illustrate the issue with the Menu button. Happens in fullscreen mode, too. It's probably one of those common inconsistencies when building for WebGL.