Qualitative plannerUse this planner when the next target is visible but the requirement or result is unclear. It sorts every next action into one of three states — ready to test, check first, resolve first — so you spend attempts only where a result can be read (method checked 2026-10-03).
Worked example — spending your first Wins
Say the family loop is running well: you have banked Wins from the yellow pads (the documented farming method in the sibling +1 Speed Keyboard Escape), and the shop shows a speed upgrade. Target: visible (the shop entry). Requirement: visible (the Wins price). That is the ready-to-test state — buy it, then walk the same keyboard stretch you timed before the purchase. If the same stretch now takes visibly fewer seconds, the upgrade earned its price; if not, stop buying and re-read the shop description. The same flow applies to a long jump in the tower: target visible (the far platform), requirement guessable (speed), so run one flat-ground calibration jump first — the cheapest possible test of an invisible requirement.
What the planner will not do is quote a price table or a speed threshold for this exact experience. No source publishes one — the universe has served content-restricted since September 2026, and neither F2P ADMIN PANEL experience has documented costs. The family-documented mechanics this planner does build on are listed with sources on the tier list page.