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 · Idle · Direct Koin item
Build the idle game first, then add one optional convenience upgrade 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.
An idle browser prototype centered on return cadence, visible progress, and low-pressure decisions.
A convenience upgrade preview with a concrete description and direct Koin price.
Place the convenience upgrade after this loop advances: an idle browser prototype centered on return cadence, visible progress, and low-pressure decisions. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: State time effects exactly; Show the before-and-after limit. Show the item, benefit, ownership or duration, balance, and precise Koin price. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, apply the durable convenience entitlement and show the changed limit, and reload. Show that change inside normal play instead of relying only on a success message.
Test a free session around an idle browser prototype centered on return cadence, visible progress, and low-pressure decisions. If play becomes incomplete, fix the game before changing the offer.
Let players collect and understand offline progress before showing an item. Opening the game to an immediate modal can hide what happened during the absence and turn a routine check-in into pressure.
For a boost, show its duration, activation time, multiplier, and whether it continues while the game is closed. Permanent capacity changes should display the old and new limit side by side.
Reload immediately, return after a short gap, and simulate a longer absence. The item, remaining duration, accumulated resources, and Koin balance should reconcile without duplicate grants or lost progress.
This idle game uses an idle browser prototype centered on return cadence, visible progress, and low-pressure decisions. Review the genre through respect the return moment and state time effects exactly. For a indie studio, the convenience upgrade should support that loop without becoming mandatory. Review the item through show the before-and-after limit and treat the upgrade as durable. An indie studio can divide timing, interface, implementation, and failure testing among named owners. The example offer is: A convenience upgrade preview with a concrete description and direct Koin price. This offer emphasizes less friction while preserving the playable free path before expanding the catalog. Collect a known amount of offline progress before any offer appears and record generators, capacities, timers, and saved resources. Decline the item, close briefly, and confirm that ordinary accumulation continues. Try insufficient Koin without resetting the return summary. Complete a valid boost or capacity choice and state its activation time, duration, multiplier, and offline behavior. Reopen immediately, after a short simulated gap, and after a longer interval; calculate what should remain each time. Verify one deduction, one ownership or quantity state, and no duplicated offline reward. The free cadence should still feel deliberate rather than slowed to make the purchased relief seem necessary.
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.
Display the current capacity, preset count, queue size, travel option, or workflow limit beside the precise improvement and show whether ownership is permanent. Play a representative session without it and record whether storage, repetition, waiting, or navigation already feels intentionally designed. If the free experience is cramped or slow only to sell relief, repair that baseline first. Complete the choice, apply the new limit in its normal screen, fill or use the added capacity, and reopen the game. The higher limit should remain visible and should never appear buyable again for the same account state. Check that cancellation preserves existing configuration, insufficient Koin changes nothing, and the upgrade helps without turning ordinary progression into a penalty.
Display the current capacity or workflow and the exact improvement, such as additional inventory slots or another saved preset.
After the player buys it, apply the new limit visibly and preserve it after reload. Do not make the player buy the same permanent improvement again.
Test the game without the upgrade. If normal play feels deliberately slow, cramped, or repetitive only to sell relief, improve the free experience first.
Make the main activity playable before adding the convenience upgrade. Players need context to judge whether the item is useful.
Result: A working idle foundation
A convenience upgrade 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, Koin balance now, 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, apply the durable convenience entitlement and show the changed limit, and reload. Then test a Koin shortage, a cancelled choice, repeated input, interruption, and reload.
Result: A visible, stable result
Write test cases for too little Koin, 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 idle game prototype for a small indie studio. Build the core loop around return cadence, visible progress, and low-pressure decisions. Add one optional convenience upgrade offer containing an inventory expansion with before-and-after capacity, Koin price, and persistent owned state. Price it directly in Koin, require an explicit confirmation, show the balance effect, and apply the durable convenience entitlement and show the changed limit. 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 specific Koin amount, current Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.
A convenience upgrade 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