Use simulated value only
For a game product manager, this purchase recovery prototype should make every player action and result shown in the game easy to evaluate. Write how to handle reloads, interrupted delivery, duplicate clicks, and insufficient Koin without double granting. Define the player need, item scope, ownership rule, Koin price, and free path. Check age context, accessibility, rights, and platform expectations. Treat Koin as a classroom game variable and do not request payment details, account credentials, or personal student information. The exercise is about interface states and responsible design.
Make the learning objective visible
Ask students to explain the item promise, free path, cancel behavior, failure recovery, and production boundary. Grade reasoning and playtest evidence rather than purchase completion.
Plan instructor-led testing
Run the prototype on shared devices with accessible controls and privacy-safe displays. Native billing, identity, durable storage, refunds, platform approval, and real transactions remain outside the lab.
Write the decision before the feature
State which player problem the item addresses, why a purchase is appropriate, and what evidence would cause the team to drop the idea. The prototype supports a product decision; it does not forecast revenue.
Compare free and owned journeys
Ask testers to complete the same goal with and without the item. Look for comprehension, pressure, fairness, and delivered value rather than using purchase completion as the only measure of a good experience.
Set the release boundary
Review age context, accessibility, localization, rights, moderation, platform policy, refunds, support, and security with the responsible owners. Keep unverified native capabilities and financial reporting out of the public promise.
Keep pending understandable
If delivery is interrupted, explain whether the result is pending, safe to retry, or already complete. Do not show both failure and success. Test that behavior using classroom game labs. Use simulated Koin values and instructor review; do not collect student payment data.
Make retry idempotent
Repeated clicks and reloads should resolve to one purchase result. The player must never receive duplicate items or lose Koin twice. Test that behavior using classroom game labs. Use simulated Koin values and instructor review; do not collect student payment data.
Return to a safe game state
Cancellation, not enough Koin, and recoverable errors should preserve progress and offer a clear return or retry action. Test that behavior using classroom game labs. Use simulated Koin values and instructor review; do not collect student payment data.