Every delivery in Dilly Delivers is one street, from the post office to the door of whoever is waiting for the parcel. Before any of it is drawn, that street is a single line of text. This Wednesday: how a line becomes a street, and how we check that it’s fair to a duckling.
One line, one street
Here’s the quick way to Clover’s door on the very first day, when Dilly brings flower seeds: “w2 w2 s3 w2 p1 w3 r:s w3 c1:1+z w3 s4 w3 p1 w3 w2.”
It reads left to right, the way Dilly walks, and each word takes up as many tiles as it says. A tile is our unit of length, about one and a half times Dilly’s body. “w2” is two tiles of plain sidewalk. “s3” is three seeds, which take no room at all and sit half a tile apart in a little wave. “p1” is a puddle one tile wide, plus half a tile to splash out of it. “r:s” is a small rock, about a third of a tile tall. And “c1:1+z” is a cross street with one lane, the slowest traffic in the game and a zebra crossing.
That’s Dilly at the top of this post, just off that zebra, with the seeds of “s4” and the second puddle ahead.
The houses, shops, fences and flowers aren’t in the line at all. The game dresses the street around it, the same way every time for the same delivery: houses and shops on the town way, trees, hedges and cottages on the park way. It also adds a porch at the start and the walk up to the door at the end. On the map where you pick your way, this line comes out at 53 meters. The park way to the same door is 111.
Dogs, cats and a snail
Yard dogs get a word too: “d:pup” puts a puppy’s gate at that spot. Each breed has its own size of yard: a pup guards 5 tiles, a guard dog 6 and the big dog at the end of a chapter 14. The stubby bulldog guards only 2.5, because that’s where its chain ends.

Some things can’t be written wrong. A dog’s chase always ends at the next cross street, because dogs never cross roads. Nobody chases Dilly into a river or off a cliff, either.
Helpers stand on the street as well. “h:cat” puts a cat on a fence post, and a dog that chases Dilly past her gets hissed at and gives up. “h:snail” is a little snail creeping along the sidewalk, just for smiles.

Wider streets
The street word grows. “c3:3” is three lanes at speed level 3 of 5. Each lane is a tile and a half wide, with a tile of curb on each side, and after every two lanes the game adds a narrow green island where Dilly can stop and wait. Add “+light” for traffic lights, or “+z” for a zebra. If we don’t give a street its own spacing between cars, the game picks one to match the speed.

A typo can’t break a street
If a word makes no sense to the game, it skips it and keeps building. Our checking tool lists every skipped word and fails the whole day until we fix it. It also holds every route to a few rules: each line starts and ends with plain sidewalk, the quick way is 45 to 65 percent as long as the park way, and the park way never gets a guard dog or a big dog.
Three test players
Days 1 to 3 are written by hand. For the rest, a tool lays out a route, plays it and keeps it only if it’s fair. Three test players live in that tool. The careful one runs on open sidewalk, hops puddles and waits for gaps. The clumsy one never runs, pauses before every jump and crossing, and is a little late now and then. Each walks every route five times. A route passes only if both always reach the door, the careful player keeps the parcel at 80 or better on average and never under 60, and the clumsy one keeps at least 40.
The third plays someone still learning: jumps off by about 80 milliseconds, sudden things noticed a quarter of a second late, extra care after a bump. Of the fair routes, the tool keeps the one where this learner loses closest to our target: 14 percent of the parcel on the quick way at the start of the game, rising to 50 by the end, and half that on the park way.
The careful player also sets the clock: a parcel’s par time is that player’s middle time of the five on the quick way. On a normal parcel, the hurry bonus is full up to 1.2 times par and gone at 2.4 times. For Clover’s flower seeds, par is 8.1 seconds.
Walk a line yourself
Chapter 1, Pudding Town, is free to play in your browser at dillydelivers.com. The full game, all six chapters, is $4.99, paid once. More on the Dilly Delivers page.



