First Koin item
Start with one item and understand the complete player journey before building a larger shop.
AI game IAP guide · Direct Koin purchases · No subscription
Choose a focused guide for your game, platform, team, or players. Each page gives you a practical item example and a complete prompt for generating the purchase flow in SEELE.
Create this game flow
Start with one item and understand the complete player journey before building a larger shop.
Try the offer, confirmation, delivery, cancelling the action, and recovery inside a working game.
Separate the browser prototype from native billing, security, refunds, and financial reporting.
A skin, trail, theme, or decoration that changes appearance without changing competitive power.
A bonus level, side quest, character, or chapter that extends a complete core game.
A retry or boost with its quantity, duration, and activation rules shown before purchase.
Inventory space or a preset slot that helps without making ordinary play frustrating.
Build the game activity before adding the offer so players have enough context to judge its value.
Keep the item name, benefit, duration, ownership rule, and Koin price consistent across every screen.
Ask a new player to find the price, decline, complete the purchase, and locate the delivered item without coaching.
Start with the game, platform, workflow, or audience closest to your project.
Result: One focused direction
Write its benefit, duration or quantity, ownership rule, and full price in Koin.
Result: A clear offer
Show preview, balance, confirmation, a player cancellation, success, and delivery.
Result: A playable purchase flow
Try a Koin shortage, interruption, repeated input, and reload.
Result: Understandable failure states
Fix unclear wording or behavior before adding another item.
Result: A stronger first version
Create a browser-playable game with one voluntary game item priced directly in Koin. Show a preview, exact price, Koin balance now, confirm, cancel, not enough Koin, success, visible delivery, and reload behavior. Keep the complete game playable without buying the item. Do not add subscriptions or payment reporting.
Prototype cosmetics, content unlocks, consumables, and optional convenience items.
No. The player spends Koin directly on one named item or unlock.
Return to the same game state without spending Koin or delivering the item.
Explain the shortage, preserve progress, and do not deliver the item.
No. It covers the player-facing purchase experience, not financial reporting.
No. Native billing, security, refunds, policy, and submission remain separate work.
Open the complete prompt in SEELE, adjust the item and Koin price, then generate a playable version you can test.
Open this prompt in Workspace