Audience need
The experience must treat Koin as a teaching simulation and keep adult/institutional review in control.
Educators and Student Cohorts · Player-first Koin purchase UX
Design one optional Koin item around the real needs of educators and student cohorts. This guide applies transparent Koin pricing to the offer, confirmation, a player cancellation, recovery, and delivered result.
Create this game flow
The experience must treat Koin as a teaching simulation and keep adult/institutional review in control.
Show the item, exact Koin amount, balance effect, duration, and ownership result prior to confirming.
Use one item and one Koin price so players can evaluate the complete choice without navigating a large shop.
Choose a calm point where educators and student cohorts understand the game context and can decline without interrupting active play.
Show the item, benefit, duration or quantity, full price in Koin, Koin balance now, confirm, and cancel in plain language.
After cancelling the action or an insufficient balance, preserve progress and return educators and student cohorts to an understandable game state.
Following a successful result, show ownership, equipped state, unlocked content, or remaining quantity where the item will be used.
Use Koin only as a teaching variable, show which states are simulated, and do not gather payment details, credentials, or personal student data. Give instructors a clear way to reset, demonstrate, and discuss fairness, accessibility, and production limitations.
Give a new player the offer without explanation and ask them to name the selected item, full Koin amount, available balance, expected balance afterward, quantity or duration, and ownership rule. Let them decline, then repeat with insufficient Koin and a successful choice. Review every place the value appears and remove crossed-out amounts, vague premium labels, unsupported real-currency comparisons, or urgency that distracts from the final cost. The wording on the preview, confirmation, success message, and owned view must describe the same thing. Reopen the game and verify that the balance and ownership shown to the player still match the one transaction they approved.
Place the exact Koin amount beside the current Koin balance and show the expected remaining balance before the player confirms. For educators and student cohorts, the experience must treat Koin as a teaching simulation and keep adult/institutional review in control.
State whether the item is permanent, consumed on use, limited by quantity, or active for a fixed time. For educators and student cohorts, the experience must treat Koin as a teaching simulation and keep adult/institutional review in control.
Avoid fake urgency, crossed-out prices, unsupported currency comparisons, and labels that hide the final Koin amount. For educators and student cohorts, the experience must treat Koin as a teaching simulation and keep adult/institutional review in control.
Write this into the prompt before the item description: Treat Koin as a teaching simulation and keep adult/institutional review in control.
Result: A clear design constraint
Show the item, exact Koin amount, balance effect, duration, and ownership result before the player confirms. Carry the same principle through confirmation and delivery.
Result: A consistent player experience
Name the benefit, duration or quantity, ownership rule, clearly stated Koin cost, and delivered result.
Result: An understandable offer
Try confirmation, cancellation, not enough Koin, repeated input, interruption, delivery, and reload without coaching.
Result: Audience-specific feedback
Change one prompt instruction, regenerate, and compare whether players understand the choice more quickly.
Result: A focused second version
Create a browser-playable game purchase-flow prototype for educators and student cohorts. Optimize for transparent Koin pricing: show the item, exact Koin amount, balance effect, duration, and ownership result ahead of confirmation. Apply this audience requirement: treat Koin as a teaching simulation and keep adult/institutional review in control. Use one item the player may decline priced directly in Koin with preview, explicit confirm and cancel, insufficient-balance feedback, success, and visible delivery. Do not include subscriptions, revenue reporting, payment-provider UI, or guaranteed outcomes.
Keep the item optional. Show its full price in Koin, Koin balance now, confirm, cancel, low-balance, success, visible delivery, and reload states.
It makes the choice easier to understand while respecting this audience's needs.
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. Identity, persistence, security, refunds, native APIs, policy, and accessibility still need production 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