Turbo Pudding

Dilly DeliversLevel secrets

Three stars in Pudding Town

· The Turbo Pudding team · 5 min read

Day 4 in Pudding Town at sunset, at the end of the Park way: Dilly, a round yellow duckling courier in a teal cap with an envelope badge and a pink scarf, a brown parcel tied on her back, stands on a pink doormat with her eyes squeezed shut in a happy smile, next to Toffee, a light brown bear with a cream belly, round ears with pink insides, pink cheeks and yellow stars for eyes, who waves one paw with mouth open; little pink hearts float up by the pink door of the pink house behind them, with a pink mailbox on a post to the right and a white picket fence to the left, on a warm beige tiled sidewalk

Every day in Dilly Delivers ends with a card: “Day 1 done!”, the day’s name and three stars waiting to light up. In Pudding Town, the first chapter, each day has five parcels, and each can go the long Park way or the short Town way. It’s Tuesday, so here is where the points come from and how to earn the third star.

At the top, Toffee the bear gets a party cake at sunset on day 4, and the hearts are already floating.

What one parcel is worth

At every door, a tally counts up row by row. “Parcel condition” pays 5 points for every percent of the parcel that’s left, so a perfect parcel brings 500. “Hurry bonus” pays up to 400 for speed. “Seeds” pays 5 for each sunflower seed Dilly picks up along the route. On the Town way, “Brave tips” adds 10 for every “Close call!” or “Hop!”, up to three per delivery. And a parcel that arrives without a single knock gets one more row, “Not a single bump,” worth 60.

The clock runs on the short way’s time

Every parcel has a par time, measured on the Town way, and the much longer Park way uses the same par. That’s why the route card calls the Town way “short and tricky” with a “bigger hurry bonus,” and the Park way “long and easy” and “kind to the parcel.”

The bonus stays full up to 1.2 times par and runs out at 2.4 times par. For Pip’s giant cheese on day 1, par is 10.4 seconds, so the full 400 lasts until about 12.5 seconds, and nothing is left after 25.

Urgent parcels melt faster

One parcel a day in Pudding Town is urgent, with a little clock on its label: Toffee’s birthday present on day 1, Nutmeg’s sunflower seeds on day 2, Percy’s ice cream on day 3 and Toffee’s party cake on day 4. Its hurry bonus is one and a half times as big, up to 600, but it melts sooner and is gone at 1.9 times par.

These are the parcels most worth the Town way. For Percy’s ice cream, par is 12.6 seconds: the full 600 lasts until about 15 seconds, and nothing is left after 24. On day 4, the quick way to Toffee’s door runs past Biscuit, the mayor’s dog, who has slipped his lead again. Dilly has a plan: “Then today I’m a cake-shaped rocket!”

A knock costs more than it shows

A puddle takes 22 percent off a parcel. That’s 110 points, and the “Not a single bump” row goes too, so one splash on a clean parcel costs 170. That’s as much as 34 seeds. Fragile parcels pay double for every knock, so the same puddle on Bao’s record, Fennel’s paint tubes, Bao’s teapot or Lulu’s tiny microphone costs 280.

Day 1 in Pudding Town, on the Town way to Pip’s door: Dilly, a round yellow duckling courier in a teal cap with an envelope badge and a pink scarf, a brown parcel tied on her back, is up in the air over a lilac sidewalk, heading right, with two puffs of dust behind her; just ahead, a small cream puppy with a brown patch over one eye, pink cheeks and its tongue out runs toward her with a pink music note above its head, out of an open gate between two peach posts in the white picket fence, with a paw-print sign on the peach house behind it
Searched “dog chase game.” This one just wants the cheese.

Granny Plume, the owl who runs the post office, puts it best on rainy day 3: “Just keep the parcels dry, little one.”

Heavy parcels jump lower

Heavy parcels say “slower run, lower jumps” on the parcel card. Pip’s giant cheese, Rocco’s robot parts, Hazel’s sack of flour and Nutmeg’s hamster wheel slow Dilly’s run from 4.5 tiles a second to 4, and her jump tops out just under one tile instead of 1.2. It still carries her just as far, so time hops as usual.

Hop on top

One of the tips on screen says: “Jump over rocks — or hop on top.” The top of a rock is solid ground. Walk into one, though, and Dilly trips, gets thrown back more than a tile, and the parcel loses 10 to 14 percent. Not sure you’ll clear a rock? Aim for the top and step off the far side.

Day 3 in Pudding Town, Puddle Parade, on the Town way to Clover’s door: Dilly, the round yellow duckling courier in her teal cap and pink scarf with a brown parcel on her back, stands on top of a big gray rock with a little smiling face and pink cheeks, a tuft of grass on its top, in the middle of a lilac sidewalk; thin streaks of rain fall across the picture, and behind a white picket fence stand a pale green house with a purple door with a heart on it and a pink shop with a green and white awning and a purple street lamp
Typed “rainy day game.” Dilly took the high ground.

Seeds and brave tips are small change

Seeds never make up for a knock, and the Park way has far more of them anyway. On day 1, the five quick ways hold 23 seeds between them and the five Park ways 62. On day 4, it’s 8 against 56.

Brave tips stop at three per delivery, 30 points at most, half of what a spotless parcel earns. A “Close call!” isn’t worth a car.

Day 4 in Pudding Town, on the Park way to Fennel’s door: Dilly, the round yellow duckling courier in a teal cap with an envelope badge and a pink scarf, a brown parcel on her back, walks to the right along a wide sandy sidewalk with yellow sparkles bursting around her from a seed she has just picked up; two more striped sunflower seeds float ahead of her in soft yellow glows, a small gray rock peeks in at the right edge, and a long white picket fence runs behind her over green grass
Search history: “collect coins game.” Here they’re sunflower seeds.

How the stars are counted

At the end of the day, the game compares your five tallies with a perfect day: every parcel taken the quick way, spotless and at par, with every seed on the quick way picked up. Reach 85 percent of that, and you get three stars. From 65 percent, it’s two. Anything less is one. On day 1, a perfect day comes to 5,115 points, so three stars start at about 4,350.

“Try again,” on the tally card or in the pause menu, replays the same parcel, and the new result replaces the old one, better or worse. The pause menu also has “Other way” for a route that turns out wrong. And replaying a whole day can only help: the game keeps your best stars and best score for every day.

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.

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