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 · Card Battler · Direct Koin item
Build the card battler game first, then add one optional consumable boost 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 card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay.
A consumable boost preview with a concrete description and direct Koin price.
Place the consumable boost after this loop advances: a card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Avoid ambiguous rarity promises; State the exact limit. Show the item, benefit, ownership or duration, balance, and full price in Koin. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, decrement quantity only when the player deliberately activates it, and reload. Show that change inside normal play instead of relying only on a success message.
Test a free session around a card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay. If play becomes incomplete, fix the game before changing the offer.
Show the item in a deck editor, reward summary, or collection screen, never over a timed turn. Players need space to compare ownership, quantity, and deck legality before confirming.
Name the exact card, cosmetic treatment, or content unlock instead of implying a random competitive advantage. If the item is visual only, keep its stats identical and say that plainly.
After delivery, add the item to the correct collection and enforce copy limits. A cancelled choice, a Koin shortage, and reload should preserve the current deck list without inserting, removing, or upgrading unrelated cards.
This card battler game uses a card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay. Review the genre through use the collection boundary and avoid ambiguous rarity promises. For a no-code creator, the consumable boost should support that loop without becoming mandatory. Review the item through state the exact limit and consume only on activation. A no-code creator should describe observable screens and change only one generation instruction per iteration. The example offer is: A consumable boost preview with a concrete description and direct Koin price. This offer emphasizes a clearly bounded short-term benefit before expanding the catalog. Start with a saved deck list, collection quantities, active format, reward history, and selected cosmetic style. Open the choice from the collection screen after a match, cancel, and confirm the deck remains byte-for-byte equivalent in visible terms. Try insufficient Koin without inserting a placeholder card. Complete a valid named card, visual treatment, or content unlock and apply copy limits and format rules immediately. Play a match, return to the editor, and reopen the game. Check one ownership grant, stable deck contents, unchanged earned rewards, and no random rarity implication. Visual-only items must keep statistics identical, while competitive access remains understandable for a player who declines.
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.
Write the quantity, effect, duration, activation rule, stack limit, expiration behavior, and moment of consumption before presenting a Koin amount. A successful purchase should add inventory first; it must not activate merely because the player confirmed. Use one unit, interrupt the effect, finish a session, and reopen the game while recording remaining quantity and time. Repeat input during buying and activation to catch double subtraction. Compare ordinary progress, retry access, and failure recovery without the boost, then remove any design that makes the free route intentionally unreasonable. The player should always know how many uses remain, when an effect ends, and whether unused quantity survives another session.
Show quantity, duration, activation rule, and the point when the consumable is removed. Players should know whether they are buying one use, several uses, or a timed effect.
Buying and using are separate actions. Add the item to inventory once the item is bought, then reduce its quantity only when the player deliberately activates it.
Do not present the boost immediately after every loss or make ordinary progress unreasonable without it. The free retry and recovery path should remain understandable.
Make the main activity playable before adding the consumable boost. Players need context to judge whether the item is useful.
Result: A working card battler foundation
A consumable boost 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, decrement quantity only when the player deliberately activates it, and reload. Then test too little Koin, a player cancellation, 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 card battler game prototype for a no-code creator. Build the core loop around deck identity, readable rarity, and strategic counterplay. Add one optional consumable boost offer containing a single-use boost with duration, quantity, Koin price, and activation feedback. Price it directly in Koin, require an explicit confirmation, show the balance effect, and decrement quantity only when the player deliberately activates it. 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 consumable boost 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