Dilly Delivers takes Dilly, a duck courier in a teal cap, through six places, four days in each, five parcels a day. Every parcel has two ways to its door: a long, easy one and a short, tricky one. Each place adds its own kind of trouble, and every kind of trouble has a rhythm you can learn. It’s Tuesday, so here is one trick for every chapter.
The picture at the top is from Echo Gorge, the third chapter. Dilly is standing on a crumbling ledge between two drops, and the ledge has already cracked.
Pudding Town: get up high
The yard dogs of Pudding Town chase only along their own stretch of pavement, and none of them can climb. Hop onto a bench or a rock, and a dog that was right behind you stops underneath, barks and trots home. That goes for Biscuit too, the mayor’s dog. Granny Plume calls him “a sweetie, really,” who “just LOVES parcels.”
A sleeping dog wakes up to noise: running, landing a jump or splashing in a puddle near its gate. Walk past, and it keeps snoozing. The big dogs chase in bursts. Biscuit runs for three seconds, then sits for a second and a half to pant, and that’s your moment. Hop right over a chasing dog on the town way, and you get a “Hop!” and 10 bonus points. And Biscuit never turns up on the park way.

Drizzle Dale: wait out the cloudburst
In Drizzle Dale it rains “mooostly always,” says Mrs. Moo, the cow who keeps the post office there. Mud slows Dilly to about half speed, and a jump from mud is lower.
On days 7 and 8, a cloudburst comes every nine seconds. First the sky goes dark for a second and a half, with a roll of thunder. Then every puddle spreads out for over two seconds. Mrs. Moo’s advice: “Wait for the shower to pass, then hop. Patience is a courier’s umbrella.”
Echo Gorge: land, hop, don’t stop
Old Horn, the ram who keeps the post office in Echo Gorge, shouts everything, and the gorge shouts it back. Fall into a gap, and his hawk carries Dilly back up, but the parcel gets a bump. Some ledges crumble. A crumbling ledge holds for just over half a second after Dilly lands on it, then drops, and comes back three and a half seconds later. So land and hop on at once.
The goats give you a warning, too. A goat steps out onto the path and paws the ground for about two-thirds of a second, then charges. Hop over it, and it skids past and stands there dizzy for over a second. Old Horn’s version: “When one paws the ground — HOP!” And when the wind whistles on day 11, keep your feet on the ground. A gust slows Dilly’s walk to under half speed, but a duck in the air gets blown right back.
Snowpeak: learn the marmots’ rhythm
Captain Frost, the St. Bernard who runs the post on Snowpeak, has three warnings: “Ice is slippery — start stopping early. Deep snow is slow. And the marmots pop up to say hello.” The marmots say hello by grabbing your parcel. But a marmot keeps its own rhythm, whatever you do: hidden for 1.6 seconds, a peek for a third of a second, then up on its hind legs for 1.2 seconds. It can grab only while it’s standing. So pass while it hides, or hop right over it.

From day 14 on, icicles drop from the cliffs. Each one is aimed at where Dilly will be when it lands, and its shadow grows for almost a second first. Stop or speed up, and it misses.
Mirror Lake: hop while they rise
At Mirror Lake many paths are water, and Aunt Reed, the heron who keeps the post office, puts it politely: “The lily pads float up and sink again, one after another. Hop while they rise.” Each pad floats for 2.8 seconds, wobbles for half a second, then goes under for a moment. The wobble is your warning, and every pad keeps its own time, so check the next one before you jump.
The beach crabs keep their own time too, sidestepping by their burrows whatever Dilly does. They’re slow, and one hop clears them.

Whisper Fog: stop, or dash
In Whisper Fog you can see only what’s close, and the fog gets thicker every day. The bats hang over the path, and when Dilly walks near, a bat’s eyes glow for 0.7 seconds before it dives at the spot where she’s going to be. Old Oak, the little owl who keeps the last post office, sums it up: “Stop, or dash.” Change your speed after the glow, and the bat misses, flies back up and rests for two and a half seconds.

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 about the game is on its Dilly Delivers page.



