Indie studio plan
Give design, UI, and QA one shared item definition. Everyone should use the same benefit, duration, Koin price, and ownership rule.
Indie Studio guide · Cooking · Direct Koin item
Build the cooking 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
Give design, UI, and QA one shared item definition. Everyone should use the same benefit, duration, Koin price, and ownership rule.
A cooking browser prototype centered on recipe mastery, kitchen upgrades, and playful presentation.
A content unlock preview with a concrete description and direct Koin price.
Place the content unlock after this loop advances: a cooking browser prototype centered on recipe mastery, kitchen upgrades, and playful presentation. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Show the kitchen change; 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 cooking browser prototype centered on recipe mastery, kitchen upgrades, and playful presentation. If play becomes incomplete, fix the game before changing the offer.
Use the recipe book, kitchen planning screen, or completed shift rather than interrupting chopping, timing, or a customer order. The player should finish the current task before evaluating an item.
Preview a utensil skin, station capacity, recipe chapter, or fixed ingredient quantity in context. Explain whether it changes appearance, available space, or the dishes that can be prepared.
After the player buys it and reload, confirm the item appears in the pantry, equipment menu, or recipe list. A cancelled choice and a Koin shortage should preserve ingredients, active upgrades, ratings, and order progress.
This cooking game uses a cooking browser prototype centered on recipe mastery, kitchen upgrades, and playful presentation. Review the genre through offer after service and show the kitchen change. For a indie studio, the content unlock should support that loop without becoming mandatory. Review the item through describe the included content and open a visible entry point. An indie studio can divide timing, interface, implementation, and failure testing among named owners. 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. Choose a recipe and record ingredients, station upgrades, customer orders, rating, timer, and pantry quantities. Open the choice after a completed shift or from kitchen planning, then cancel without consuming food or changing the selected menu. Try insufficient Koin from the same stable state. Complete a valid utensil style, station capacity, recipe chapter, or fixed ingredient quantity and locate it where preparation actually occurs. Run one service, return to the recipe book, and reopen the game. Verify that ingredients reconcile, order progress and ratings remain earned, the delivered scope matches the card, and normal mastery is not made tedious simply to promote a convenience purchase.
Design owns the offer timing and free path, UI owns readable states, engineering owns state transitions, and QA owns failure coverage. Agree on the same item definition before anyone creates implementation tickets.
Use the prototype in a short team session and walk through decline, insufficient Koin, pending, success, delivery, and reopening. Resolve player-facing disagreement in the build instead of leaving it inside separate documents.
After the journey is approved, split identity, durable ownership, native billing, security, refunds, policy, localization, accessibility, and analytics into explicit work. The prototype should not be treated as proof that those systems exist.
Have a tester interrupt confirmation, repeat an input, change screens during delivery, and reload at several points. Compare the result with the agreed item promise and reject duplicate grants or unexplained Koin changes.
Schedule a short session with design, UI, engineering, and QA using the same playable link and item definition. Assign one person to operate while the others record disagreements about timing, wording, delivery, fairness, and recovery. End with an explicit decision for each disputed state and name the owner of every native implementation task. Update the prototype or source brief before tickets spread outdated assumptions. QA should then write independent scenarios from the agreed player promise, including interruption and duplicate input. This creates a shared reference without mistaking the browser build for a backend, billing integration, revenue forecast, or release approval.
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.
Once success is confirmed, 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 cooking 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, current Koin balance, confirm, cancel, and what ownership means. Design chooses the offer moment, UI makes every state distinct, and QA tests transitions and recovery. Use the playable prototype during the team review.
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 an insufficient balance, cancelling the action, repeated input, interruption, and reload.
Result: A visible, stable result
Write test cases for not enough Koin, a player cancellation, delayed delivery, repeated input, and reload. Create production tickets only after the player journey is agreed.
Result: Indie studio plan
Create a browser-playable cooking game prototype for a small indie studio. Build the core loop around recipe mastery, kitchen upgrades, and playful presentation. 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 full price in Koin, Koin balance now, 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