Audience need
The experience must use plain language, localization-ready labels, and no unsupported currency equivalence.
Global Audiences · Player-first Koin purchase UX
Design one optional Koin item around the real needs of global audiences. This guide applies transparent Koin pricing to the offer, confirmation, a cancelled choice, recovery, and delivered result.
Create this game flow
The experience must use plain language, localization-ready labels, and no unsupported currency equivalence.
Show the item, exact Koin amount, balance effect, duration, and ownership result before the player confirms.
Use one item and one Koin price so players can evaluate the complete choice without navigating a large shop.
Choose a calm point where global audiences understand the game context and can decline without interrupting active play.
Show the item, benefit, duration or quantity, precise Koin price, balance before spending, confirm, and cancel in plain language.
After a player cancellation or not enough Koin, preserve progress and return global audiences to an understandable game state.
Once success is confirmed, show ownership, equipped state, unlocked content, or remaining quantity where the item will be used.
Use short literal labels, keep variables separate from grammar, avoid idioms and unsupported real-currency equivalence, and allow layouts to expand. Review right-to-left presentation, plural rules, number formats, regional age language, accessibility, and platform expectations before release.
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 choosing confirm. For global audiences, the experience must use plain language, localization-ready labels, and no unsupported currency equivalence.
State whether the item is permanent, consumed on use, limited by quantity, or active for a fixed time. For global audiences, the experience must use plain language, localization-ready labels, and no unsupported currency equivalence.
Avoid fake urgency, crossed-out prices, unsupported currency comparisons, and labels that hide the final Koin amount. For global audiences, the experience must use plain language, localization-ready labels, and no unsupported currency equivalence.
Write this into the prompt before the item description: Use plain language, localization-ready labels, and no unsupported currency equivalence.
Result: A clear design constraint
Show the item, exact Koin amount, balance effect, duration, and ownership result prior to confirming. Carry the same principle through confirmation and delivery.
Result: A consistent player experience
Name the benefit, duration or quantity, ownership rule, specific Koin amount, and delivered result.
Result: An understandable offer
Try confirmation, a cancelled choice, a Koin shortage, 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 global audiences. Optimize for transparent Koin pricing: show the item, exact Koin amount, balance effect, duration, and ownership result prior to confirming. Apply this audience requirement: use plain language, localization-ready labels, and no unsupported currency equivalence. 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 precise Koin price, balance before spending, 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