Okay! Wasn't sure if that was an oversight or not, so I thought I'd broach the topic just to make sure
Amusing side effect of the 'all levels' cheat code: One can fight Spiteful Spider, use the green arrows to beat Hysterical Hyena, and then immediately fight the witch with 2 pieces of bark, 0 items, 0 gold, and all arrows
However the witch's final form is impossible in this state because Rick's pirouette cannot reach her nose after she takes his arrows - he needs at least the spin attack to hit her
This means hypothetically one could win using the cheat code by defeating one of the first three bosses (for green arrow), beating the hyena, hitting a quick bonus level for money, and then buying spin attack so one could kill the witch
Hey folks!
So I've been digging a lot into Fox n Forest's kickstarter, etc, and as a nod to many retro games, the designers deliberately built in some cheat codes that can be entered on the title screen to do various things. In the linked clip, I briefly show off the 'unlock all levels' cheat code as an example:
Currently, the category rules do not explicitly ban cheat codes, although none of the runs or runners use them. I'm asking for us to consider banning some or all cheat codes from certain categories; there have been hints suggesting for example that 'start with all hearts' might be a code that exists. An invincibility code, if one exists, would break the game, etc.
In this case, even 'all levels' lets you immediately run to Spiteful Spider (3-3) and beat it, unlocking blue arrows - and automatically unlocking all previous arrows. This affects the flow and pacing of the game considerably!
Picture demonstrating sequence break enabled by use of developer cheat code:
https://www.dropbox.com/s/3mo78b97h1ywz9x/FoxNForestsSeqCheat.PNG?dl=0
On the bright side of things, using something like this code could enable more unusual categories should the speedrun get more competitive!
We might however want to decide which categories, if any, allow the use of in-game cheat codes before it becomes an issue. A little foresight can save a lot of headache! Some games have 'no cheats' and 'with cheats' categories - do we want to do likewise? Only permit certain cheats?
Okay I did some money grind tests, and I also got 3-2 as the best head and shoulders above the others (6.62/s in my case; the next highest, 2-1, was 4.85).
It's kind of how I suspected, but it's good to see it confirmed
The bonus levels have higher GPS, but unfortunately we can't repeat these, as category rules state time ends when we kill the witch.
I've been creating a spreadsheet with money data from the best runs so far (observing how much money the player has acquired by the end of each level), but 'fast vs money route' data on individual levels would be extremely valuable. I'd also be willing to contribute some runs to that.
I also went through the tedious process of counting out every coin in the bonus levels, so I may as well put that information here too, haha
For every bonus level but 4, I'm considering 'optimal' gains to be getting all coins except the ones on the floor (IE do the course and then hit the see-saw at the end). It might turn out to be worth it to grab the coins below the challenge area, but I'm skeptical that's the case
BONUS LEVELS YIELDS 1-Bonus ........... 810 optimal / 870 total (46 coins on course; 6 on floor; 3 big coins + 200 catapult) 2-Bonus ......... 1150 optimal / 1260 total (70 coins on course; 11 on floor; 5 big coins + 200 catapult) 3-Bonus ........... 930 optimal / 990 total (63 coins on course; 6 on floor; 2 big coins + 200 catapult) 4-Bonus ......... 1590 optimal / 1590 total (119 coins on course; stage is vertical; 4 big coins + 200 catapult)
Usually I miss a number of coins in 1-Bonus because leaf patterns are tricky to learn; whereas it is very easy to get 2-Bonus perfect because the zip line challenges are not terribly lossy.
My initial data unsurprisingly suggests that the levels with the highest coins per second in natural playthroughs are of course the bonus levels. I'll try to fill out my spreadsheets and let you know when I have something more concrete to share. Based on my initial findings, though, I think levels of particular interest for money-routing are 3-2 and 2-1, which both have high yields in playthroughs. My only concern is that 2-1 might be too long to be viable, but I've never actually attempted to do a money-only route through it.
To start off with, we should lay out the basics. Assuming no glitches or cheats are found, my calculations suggest that 24,300 gold is necessary to beat the 100% route (barring any additional expenses for potions). This is from my spreadsheet, hopefully it parses well on the forum:
Name .............................. Gold ......... Requires Spin Attack .................... 300 ........................................ Melee (Green) .............. 600 ........... 2 Grind, Spin Stomp Attack ................ 900 ........... Melee (Green) Melee (Yellow) ............ 1200 ........... 6 Grind, Dive Roundhouse Slash .... 1500 ........... Melee (Yellow) Melee (Red) ................. 1800 ........... 12 Grind, Slash
Heart (6) ........................ 1000 Heart (7) ........................ 2000 Heart (8) ........................ 3000 Heart (9) ........................ 4000 Heart (10) ...................... 5000
Mana 1 ............................. 500 ........... 2 Ore Mana 2 ........................... 1000 ........... 4 Ore Mana 3 ........................... 1500 ........... 6 Ore
100% Run Req: ......... 24300
I've noticed in my runs that I'll have the money to purchase everything but the last two hearts after I've completed all courses (meaning I'm usually aiming to get to 9k gold in the money grind segment). I think this is similar for you, yeah?
Hey! As the 100% route for this game includes purchasables (per category rules), I thought it might be helpful to put up a thread talking about money routing in the game, as that seems to be the largest barrier towards optimization.
I've been doing some analysis of my runs to figure out which areas have the best gold yield and figure out which detours are 'worth it' vs not.
By my calculations it takes 24,300 gold to satisfy category requirements (all hearts, all mana, etc), and an additional 150 gold if one desires to use potions to push through the first 4 witch phases (3 simple potions + 1 advanced one).
I have a few spreadsheets I can clean up and share if so desired.