No-code creator plan
Describe player behavior in ordinary language. Name what appears on screen instead of asking for a generic checkout or monetization system.
No-Code Creator guide · Athletic Match · Direct Koin item
Build the athletic match game first, then add one optional content unlock that supports the existing play loop. This guide keeps the item understandable from its first preview through delivery and reload.
Create this game flow
Describe player behavior in ordinary language. Name what appears on screen instead of asking for a generic checkout or monetization system.
A sports browser prototype centered on team identity, match clarity, and fair competitive progression.
A content unlock preview with a concrete description and direct Koin price.
Place the content unlock after this loop advances: a sports browser prototype centered on team identity, match clarity, and fair competitive progression. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Keep competition fair; Describe the included content. Show the item, benefit, ownership or duration, balance, and precise Koin price. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, mark the purchased content as owned and open its entry point, and reload. Show that change inside normal play instead of relying only on a success message.
Test a free session around a sports browser prototype centered on team identity, match clarity, and fair competitive progression. If play becomes incomplete, fix the game before changing the offer.
Present the item in team management, customization, or post-match screens. Do not interrupt active play, pause a multiplayer opponent, or overlap controls used for a quick restart.
Clearly separate uniforms, celebrations, and visual identity from attributes or progression. If an upgrade affects play, expose the exact impact and test balanced access for players who decline.
After delivery, load a match and confirm the item appears for the right athlete or team. A cancelled choice must preserve lineup, tactics, season results, and earned rewards through reload.
This athletic match game uses a sports browser prototype centered on team identity, match clarity, and fair competitive progression. Review the genre through use the clubhouse boundary and keep competition fair. For a no-code creator, the content unlock should support that loop without becoming mandatory. Review the item through describe the included content and open a visible entry point. A no-code creator should describe observable screens and change only one generation instruction per iteration. The example offer is: A content unlock preview with a concrete description and direct Koin price. This offer emphasizes a durable, understandable extension to the core experience before expanding the catalog. Save a clubhouse state with lineup, tactics, season position, athlete progression, uniforms, and earned rewards. Open the choice outside active play, cancel, and confirm that the next fixture remains unchanged. Trigger insufficient Koin without starting matchmaking or pausing another participant. Complete a valid cosmetic, content, or precisely defined convenience choice and assign it to the intended athlete or team. Play the fixture, return to management, and reopen the game. Check ownership, fair competitive readability, stable results, and unchanged earned progression. A visual item should not alter attributes, and a gameplay benefit must never be hidden behind vague premium language.
Ask for the item preview, price, balance, buttons, pending state, delivered state, and return path in ordinary language. Avoid broad requests for a monetization backend that do not tell the generator what players should see.
If delivery is unclear, revise only the delivery sentence. If a player cancellation loses progress, revise the return-state sentence. Small prompt changes make it easier to understand which instruction improved or damaged the result.
A first result may demonstrate only success. Add separate directions for insufficient Koin, cancel, repeated input, interruption, and reopening, then operate each path rather than assuming a labeled button works.
Keep the last playable version beside the new generation. Compare the same player actions in both builds, preserve the stronger behavior, and avoid replacing a working core game merely to alter purchase wording.
When a generated build misses the intent, describe the exact action and outcome instead of asking for a better purchase system. For example, say that choosing cancel must close the panel and resume at the same checkpoint, or that success must add one named item to a visible inventory slot. Keep the previous generation open, change one instruction, and compare identical routes. If a control is only decorative, state which state change it needs to produce. Continue until preview, decline, insufficient Koin, pending, delivery, and reopening can all be operated. Anything requiring identity, native billing, security, or refunds belongs in a separate production plan.
Name the exact level, chapter, quest, character, route, or mode, describe its approximate scope, and identify the visible entry point that will open after confirmation. Complete the advertised core path without it and verify that essential clues, main-story resolution, required accessibility options, and ordinary progression remain intact. Buy the unlock, start it from the map or menu, leave midway, and find it again after reopening. Confirm that ownership replaces the locked treatment and does not require another Koin deduction. Review age context, rights, moderation, localization, save compatibility, and whether the public description overstates length or replay value. Bonus content may extend a complete game; it should not reveal that the promised game was unexpectedly incomplete.
Name the level, chapter, quest, character, or mode and explain its approximate scope. Players should understand what opens before they confirm.
When the purchase succeeds, replace the locked state with an owned state and a clear way to start the content. Preserve that entry point after reload.
A bonus path can extend the experience, but the core ending and advertised main game should not disappear behind an unexpected purchase.
Make the main activity playable before adding the content unlock. Players need context to judge whether the item is useful.
Result: A working athletic match foundation
A content unlock preview with a concrete description and direct Koin price. Keep the same wording in the preview, confirmation, and delivered state.
Result: A consistent player promise
Show the exact Koin amount, Koin balance now, confirm, cancel, and what ownership means. Prompt for the preview, price, balance, confirm, cancel, success, and owned state separately. Change one instruction at a time between generations.
Result: An understandable decision
Test preview, confirm, insufficient balance, success, mark the purchased content as owned and open its entry point, and reload. Then test a Koin shortage, a cancelled choice, repeated input, interruption, and reload.
Result: A visible, stable result
Generate the failure states explicitly. If the result only shows success, add a Koin shortage, cancelling the action, interruption, and reload to the next prompt.
Result: No-code creator plan
Create a browser-playable sports game prototype for a no-code creator. Build the core loop around team identity, match clarity, and fair competitive progression. Add one optional content unlock offer containing a bonus chapter card with scope, Koin price, ownership state, and launch action. Price it directly in Koin, require an explicit confirmation, show the balance effect, and mark the purchased content as owned and open its entry point. Do not add subscriptions, external payment checkout, revenue reporting, or guaranteed earnings. Include insufficient-Koin, cancel, success, and reload states.
Keep the item optional. Show its specific Koin amount, current Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.
A content unlock preview with a concrete description and direct Koin price. Start with one item and one price.
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. The browser prototype still needs native billing, persistence, security, refunds, and platform approval.
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