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 · Pet Care · Direct Koin item
Build the pet care 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
Give design, UI, and QA one shared item definition. Everyone should use the same benefit, duration, Koin price, and ownership rule.
A pet care browser prototype centered on companion bonding, habitat care, and gentle customization.
A content unlock preview with a concrete description and direct Koin price.
Place the content unlock after this loop advances: a pet care browser prototype centered on companion bonding, habitat care, and gentle customization. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Show the companion using it; Describe the included content. Show the item, benefit, ownership or duration, balance, and precise Koin price. Keep confirm and cancel separate.
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.
Test a free session around a pet care browser prototype centered on companion bonding, habitat care, and gentle customization. If play becomes incomplete, fix the game before changing the offer.
Use the habitat, accessory shelf, or activity summary after feeding and health needs are handled. Do not attach the offer to distress, illness, neglect, or language that blames the player.
Preview an accessory, habitat decoration, activity, or fixed supply with the correct pet. Explain size, duration, quantity, and whether the item changes care outcomes or only appearance.
Cancel, reload, and revisit the habitat without changing mood, health, routine, or earned relationship progress. Successful delivery should appear in the expected cupboard, wardrobe, or activity menu.
This pet care game uses a pet care browser prototype centered on companion bonding, habitat care, and gentle customization. Review the genre through choose a settled care moment and show the companion using it. For a indie studio, the content unlock should support that loop without becoming mandatory. Review the item through describe the included content and open a visible entry point. An indie studio can divide timing, interface, implementation, and failure testing among named owners. 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. Begin after feeding and health needs are satisfied, with recorded mood, routine, habitat, supplies, bond level, and activity progress. Open the optional shelf without connecting the item to distress or blame. Cancel and continue care normally, then try insufficient Koin with a gentle return. Complete a valid accessory, habitat decoration, activity, or fixed supply and show the correct companion using it. Perform another care action and reopen the habitat later. Verify stable health and relationship progress, one delivered quantity or ownership state, privacy-safe shared-screen wording, and no suggestion that affection or basic welfare depends on spending Koin.
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.
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.
Name the level, chapter, quest, character, or mode and explain its approximate scope. Players should understand what opens before they confirm.
When the action completes, replace the locked state with an owned state and a clear way to start the content. Preserve that entry point after reload.
A bonus path can extend the experience, but the core ending and advertised main game should not disappear behind an unexpected purchase.
Make the main activity playable before adding the content unlock. Players need context to judge whether the item is useful.
Result: A working pet care foundation
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
Show the exact Koin amount, balance before spending, 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, mark the purchased content as owned and open its entry point, and reload. Then test too little Koin, a player cancellation, repeated input, interruption, and reload.
Result: A visible, stable result
Write test cases for a Koin shortage, cancelling the action, delayed delivery, repeated input, and reload. Create production tickets only after the player journey is agreed.
Result: Indie studio plan
Create a browser-playable pet care game prototype for a small indie studio. Build the core loop around companion bonding, habitat care, and gentle customization. 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.
Keep the item optional. Show its clearly stated Koin cost, available Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.
A content unlock 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