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Student Team guide · Horror · Direct Koin item

How a Student Team Can Add a Koin Content Unlock to a Horror Game

Build the horror 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
How a Student Team Can Add a Koin Content Unlock to a Horror Game visual reference
Visual reference only. Your generated game follows the prompt you choose.

Plan the content unlock around the game

Student team plan

Use Koin as a simulated game value for a classroom project. The exercise demonstrates player choice and interface states, not real payment processing.

Why it fits horror

A horror browser prototype centered on tension, atmosphere, and non-paywalled narrative access.

What the item offers

A content unlock preview with a concrete description and direct Koin price.

A practical horror example

Offer moment

Place the content unlock after this loop advances: a horror browser prototype centered on tension, atmosphere, and non-paywalled narrative access. Wait for a safe pause. Player progress must not depend on the offer.

Offer card

Offer-card rules: Protect narrative access; Describe the included content. Show the item, benefit, ownership or duration, balance, and clearly stated Koin cost. Keep confirm and cancel separate.

Successful result

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.

Free path

Test a free session around a horror browser prototype centered on tension, atmosphere, and non-paywalled narrative access. If play becomes incomplete, fix the game before changing the offer.

Design the content unlock in detail

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 before the player confirms.

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 student team, 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 student team can split the demonstration between the game loop, interface explanation, and classroom playtesting. 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.

Frame it as a design exercise

Use Koin as simulated game value and explain that the project demonstrates interface states and player choice. Do not collect card details, account credentials, personal information, or money for a classroom prototype.

Divide the demonstration clearly

One teammate can build the game loop, another can own interface wording, and another can run the playtest. Everyone should be able to explain why the item is optional and where it appears after confirmation.

Document what the prototype omits

List native billing, identity, durable storage, security, refunds, age rules, accessibility, and platform review as future production concerns. This shows technical understanding without pretending the browser project solves them.

Present both success and failure

During the demo, cancel once, attempt the item without enough Koin, complete a valid choice, and reopen the game. Explain which results are simulated and what would require real engineering in a released product.

Explain the system during a live demonstration

Prepare a short presentation that begins with the playable core activity, then shows a voluntary item preview, decline, insufficient Koin, valid confirmation, delivery, and reopening. Each teammate should explain one design reason and one technical boundary rather than reading the interface aloud. Include a diagram or note showing which values are simulated and which production systems are absent. Ask classmates to identify any pressure language, inaccessible control, unclear ownership rule, or privacy concern. Finish by describing how identity, durable storage, security, refunds, native policy, and testing would change a real implementation, without collecting personal or payment information during the exercise.

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

Following a successful result, 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.

Build it in five steps

  1. 1. Finish the horror loop

    Make the main activity playable before adding the content unlock. Players need context to judge whether the item is useful.

    Result: A working horror foundation

  2. 2. Write one item definition

    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

  3. 3. Generate the purchase choice

    Show the exact Koin amount, current Koin balance, confirm, cancel, and what ownership means. Divide the work between the game loop, interface copy, and playtesting. Explain why the item is optional and how the game stays complete without it.

    Result: An understandable decision

  4. 4. Deliver and recover

    Test preview, confirm, insufficient balance, success, mark the purchased content as owned and open its entry point, and reload. Then test not enough Koin, cancellation, repeated input, interruption, and reload.

    Result: A visible, stable result

  5. 5. Test as a student team

    Demonstrate confirm, cancel, too little Koin, success, delivery, and reload. Do not collect payment details, account data, or personal information.

    Result: Student team plan

Generate it in SEELE

Prompt 1

Create a browser-playable horror game prototype for a student game team. Build the core loop around tension, atmosphere, and non-paywalled narrative access. 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.

Prompt 2

Keep the item optional. Show its precise Koin price, balance before spending, confirm, cancel, low-balance, success, visible delivery, and reload states.

Student Team playtest checklist

Before you publish

Frequently asked questions

What should this horror offer contain?

A content unlock preview with a concrete description and direct Koin price. Start with one item and one price.

Is this a subscription?

No. The player spends Koin directly on one named item or unlock.

What happens if the player cancels?

Return to the same game state without spending Koin or delivering the item.

What if the Koin balance is too low?

Explain the shortage, preserve progress, and do not deliver the item.

Does this include payment or revenue reports?

No. It covers the player-facing purchase experience, not financial reporting.

Is the prototype ready for a native store?

No. The browser prototype still needs native billing, persistence, security, refunds, and platform approval.

Build this horror purchase flow

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