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Guides · Lily Leap · 7 min read · 7 October 2026

Every Lily Leap level has a route home: what the solver found

Before a Lily Leap level goes live, a program has to get the frog home. It finds every baby, dodges every car, rides every log and reaches the top row - on a single life and inside the clock. If it cannot, the level is not published. Here is what that program found, and what its routes say about how to play.

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Why a crossing game needs a solver

The levels in Lily Leap are not drawn tile by tile. Each one is a short plan - one letter per row: road, water, rails, traps, safe ground, checkpoint - plus a few numbers: how fast things move, how busy the roads are, what share of the turtles dive, how many baby frogs to rescue and how many seconds a life gets. A generator fills in the rest: which vehicles drive in which lane, how long the logs are, where the obstacles and the babies sit.

That is a quick way to build twenty levels in five worlds, but it has an obvious risk. Nothing in a generator promises that a gap between two logs is ever short enough to jump, or that a baby is not sitting on a tile that a train passes every two seconds. A level can look fine and still be impossible. So we wrote a program to check.

How the solver works

Everything that moves in Lily Leap - every car, log, train, turtle and trap - is a function of the level's clock. Given the time, the game can say exactly where a log is, whether a turtle is under water or whether a spike trap is firing. Only cracked ice floes remember anything. That makes the whole level predictable, and a predictable level can be searched.

The solver does a breadth-first search over three things: the row the frog is on, its position across the row, and the time. Every 0.14 seconds - the length of one hop - it tries everything a player could do: wait, or hop up, down, left or right. A hop only succeeds if there is something to land on at the moment of landing, and hazards are checked at every frame of the hop, the same way the game checks them. A frog carried off the edge on a log is lost. A frog that stands on a floe for 1.3 seconds goes under.

The route goes to the nearest baby, then the next one, and finally home. It must do all of it within a single life's clock. Then a second tool replays those routes in the real game, in a real browser, to make sure the game agrees with the solver.

What it found

Here is the solver's report for all twenty levels: when it reaches home on a perfect run, against the clock each life gets.

LevelRowsBabiesPerfect runClockClock used
1 First Hops1412.4 s60 s4%
2 Garden Path1923.4 s70 s5%
3 Lily Lane2135.0 s75 s7%
4 Turtle Bay27412.0 s85 s14%
5 Crosswalk2235.5 s75 s7%
6 Rush Hour2745.7 s85 s7%
7 Night Line28410.8 s90 s12%
8 Downtown3656.9 s110 s6%
9 Temple Steps2133.8 s80 s5%
10 Croc River2047.3 s90 s8%
11 Spike Hall2445.5 s95 s6%
12 Lost Idol38517.9 s120 s15%
13 Thin Ice1934.5 s80 s6%
14 Sled Run25421.6 s95 s23%
15 Icicle Cave2846.4 s100 s6%
16 Blizzard4059.1 s125 s7%
17 Hot Steps1934.3 s85 s5%
18 Mine Carts2646.0 s100 s6%
19 Fire Falls36517.1 s120 s14%
20 The Crater56520.4 s150 s14%

Two things stand out.

The clock is generous. On most levels a perfect run uses well under a tenth of it. Even the slowest, Sled Run, leaves three quarters of the clock unused. That is deliberate: the solver hops the instant a gap opens, and no human does that. The clock is there to stop you from standing still forever, not to rush you. If you find yourself panicking about time, you can almost always afford to stop and watch the traffic for a few seconds.

The babies on logs are what take time. The four slowest levels - Lost Idol, Sled Run, Fire Falls and The Crater - are exactly the four where one or two babies ride on a log instead of sitting on the ground. You cannot hop to a moving baby whenever you like; you have to wait until its log comes past a spot you can reach. On Sled Run the solver reaches the third baby after 6.6 seconds and the fourth only after 20.6 - fourteen seconds spent waiting for the right moment, by a program that never hesitates.

What the numbers mean for you

The solver is not a role model. It hops through gaps a fraction of a second wide, because it knows exactly where every car will be. You do not, so you need margin - and the table says you can afford it. A few habits follow:

Stars and the clock

Stars in Lily Leap depend only on lives: three stars if you lose none, two if you lose one or two, one otherwise. Time matters for the score instead - every second left on the clock is worth 10 points, each life left 100 and getting home 500. A fast run is worth a few hundred points; a careful run that keeps all five lives is worth three stars. If you have to choose, choose the stars.

Checkpoints help more than they look. Once you step on a row with flags at both ends, a lost life brings you back there instead of to the start, and babies you have already rescued stay rescued. On the long levels - Downtown, Lost Idol, Blizzard, Fire Falls and The Crater are 36 rows or more - make sure you actually touch each checkpoint row on the way up.

When we change a level

The rule for us is simple: any change to a level, the generator or the rules is followed by a run of the solver, and every one of the twenty levels must come back “ok”. The table above is from the version you can play today. If you ever meet a Lily Leap level that feels impossible, it is not - but if you are sure it is, write to us, because that would mean the solver and the game disagree, and we would want to know.

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