Do not monetize the scare
Place the offer in a menu, chapter break, or safe room rather than during pursuit, darkness, or a jump scare. Fear and urgency should come from the game, not from a purchase decision.
Protect narrative access
Cosmetics or clearly labeled bonus scenes can be optional, but essential clues, accessibility aids, and the advertised ending should not be withheld. Explain content warnings and scope ahead of confirmation.
Test atmosphere and recovery
Cancel, reload, and return from the safe room without changing checkpoints, collected clues, audio state, or difficulty. Delivered visuals must remain readable without undermining contrast needed for navigation.
Check the purchase without weakening tension or access
This horror game uses a horror browser prototype centered on tension, atmosphere, and non-paywalled narrative access. Review the genre through do not monetize the scare and protect narrative access. For a no-code creator, the content unlock should support that loop without becoming mandatory. Review the item through describe the included content and open a visible entry point. A no-code creator should describe observable screens and change only one generation instruction per iteration. 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. Reach a safe room after recording the checkpoint, clues, inventory, audio settings, difficulty, and current objective. Present the choice away from pursuit or a jump scare. Cancel and return to the same atmosphere without another immediate prompt, then trigger insufficient Koin with neutral language. Complete a valid cosmetic or clearly bounded bonus-content choice and use its entry point without hiding essential clues, accessibility aids, or the advertised ending. Move into the next scene and reopen the game. Verify that lighting contrast, navigation audio, story continuity, and checkpoint recovery remain reliable, and that fear comes from authored play rather than pressure surrounding the transaction.
Describe screens, not infrastructure
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.
Change one instruction per version
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.
Generate failure paths deliberately
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.
Save a copy before refining
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.
Debug the result through observable behavior
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.
Trace the promised content boundary
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.
Describe the included content
Name the level, chapter, quest, character, or mode and explain its approximate scope. Players should understand what opens before they confirm.
Open a visible entry point
When the purchase succeeds, replace the locked state with an owned state and a clear way to start the content. Preserve that entry point after reload.
Keep the promised game complete
A bonus path can extend the experience, but the core ending and advertised main game should not disappear behind an unexpected purchase.