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Courier Cup

By Leetdom · 2026

Play:

Touch: tap anywhere to jump and hold for a higher leap; the big DUCK button at the bottom left slides you under bars; in the training hub you tap drills, Rest, the Chow Cart and the cup button; pause and sound buttons are top right · Keyboard: Space, Up or W to jump (hold to leap higher); Down or S to duck; menus are clickable; P or Esc pauses; M mutes

About:

A training-life game made in-house for Leetdom, in the spirit of the raise-a-runner browser classics. You adopt a Dashling, a small egg-shaped courier, and bring it up through the Meadow Cup, the Ridge Cup and the Summit Trophy over as many training days as you like.

Each day you spend puff, your courier's daily energy, on activities. The four drills are real compact side-scrollers: the Sprint Drill is a flat-out dash that builds Speed, the Hurdle Drill makes you leap rising bars to build Spring, the Weave Drill mixes hops and ducks to build Focus, and the Delivery Run is a long haul that builds Stamina and pays coins. A clean clear trains the matching stat harder, and early levels of a stat rise fast then slow as they fill, so there is always a reason to shore up a weak area. Rest is free and restores puff; the Chow Cart turns coins from delivery runs into puff so you can keep drilling.

When you are ready you enter the cup. A race is the same engine as the drills, run against rival couriers whose pace scales with the cup. Your four stats map straight onto how your courier performs: Speed sets your ground pace, Spring sets how high you leap, Focus widens the window to clear an obstacle and softens the cost of a clip, and Stamina decides how long before you tire and slow. A glaring weakness will cost you against the clock, and a well-trained courier will beat the field while an under-trained one will not, so the race reads your choices back to you. Win the Summit Trophy and your courier becomes Grand Champion. Everything, including the art and the sound, is drawn and synthesised in code, with no image or audio files, and your courier is saved on your device.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-03: real CDP runs on three profiles (phone 390x844 portrait, phone 844x390 landscape, desktop 1280x800). The full first-minute loop works: pick a coat, enter the hub, run a drill, and the trained stat rises (Speed 8.0 to 16.4 on a clean Sprint Drill). Hold-to-jump lifts the courier and the DUCK button and keyboard both register. Racing reads the build: a trained courier (84/82/80/78) won the Meadow Cup in 1st while an under-trained one (10/10/10/10) came 3rd, and the loss screen offers a one-tap Race again that restarts the run. The game pauses when the tab is hidden and resumes cleanly, survives a mid-session resize, and boots and plays with localStorage throwing (no saved data) with no errors. Across all three profiles there were zero console errors or exceptions and zero off-origin network requests (only file:// loads of the four scripts). A deterministic node test bed (36 assertions) proves the fixed-step core is reproducible and that winnability scales with training; a headless solver clears every cup when trained and loses when not. Offline audio render: full-mix peak -12.1 dBFS (limiter holds every bus under 0 dBFS), music sits 12 dB under the SFX bus with a 26 dB crest (sparse melody, not a drone), the idle chain is silent, and there is no harsh high-frequency energy. Production check 2026-10-03 (pi-fleet) on https://www.leetdom.com/games/dashling: page 200; phone 390x844 portrait and 844x390 landscape with real CDP touch, Start, a drill, hold-to-jump and DUCK all register; the Full screen button refits the canvas (332x187 to 390x844 portrait) and touch still drives the courier; zero console errors and zero off-site requests; the debug hooks are absent without ?debug=1.

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