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.
Student Team guide · Roguelike · Direct Koin item
Build the roguelike game first, then add one optional consumable boost that supports the existing play loop. This guide keeps the item understandable from its first preview through delivery and reload.
Create this game flow
Use Koin as a simulated game value for a classroom project. The exercise demonstrates player choice and interface states, not real payment processing.
A roguelike browser prototype centered on repeat runs, build variety, and loss-resistant value.
A consumable boost preview with a concrete description and direct Koin price.
Place the consumable boost after this loop advances: a roguelike browser prototype centered on repeat runs, build variety, and loss-resistant value. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Explain what survives; State the exact limit. Show the item, benefit, ownership or duration, balance, and precise Koin price. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, decrement quantity only when the player deliberately activates it, and reload. Show that change inside normal play instead of relying only on a success message.
Test a free session around a roguelike browser prototype centered on repeat runs, build variety, and loss-resistant value. If play becomes incomplete, fix the game before changing the offer.
Use the hub, results screen, or loadout selection after a run has ended. A purchase prompt should not interrupt a room, obscure an attack, or exploit the few seconds immediately before a loss.
State whether the item lasts one run, becomes a permanent unlock, or enters a future reward pool. Players should know what remains after defeat before they spend Koin.
Buy the item, start a run, lose, and return to the hub. Then repeat through cancelling the action and an insufficient balance. Only the promised ownership or quantity should carry across attempts.
This roguelike game uses a roguelike browser prototype centered on repeat runs, build variety, and loss-resistant value. Review the genre through offer between runs and explain what survives. For a student team, the consumable boost should support that loop without becoming mandatory. Review the item through state the exact limit and consume only on activation. A student team can split the demonstration between the game loop, interface explanation, and classroom playtesting. The example offer is: A consumable boost preview with a concrete description and direct Koin price. This offer emphasizes a clearly bounded short-term benefit before expanding the catalog. Begin in the hub with a recorded unlock pool, loadout, currency, run count, and difficulty. Open the choice between attempts, cancel, and start a run with the same seed rules and equipment. Try insufficient Koin without consuming the next attempt. Complete a valid choice only after stating whether it lasts one run, remains permanent, or enters a future reward pool. Use it, deliberately lose, and return to the hub. Start another run and reopen the game to compare persistence. Confirm one deduction, the promised surviving state, unchanged earned progression, and no offer timed to exploit the instant before or after defeat.
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.
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.
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.
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.
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.
Write the quantity, effect, duration, activation rule, stack limit, expiration behavior, and moment of consumption before presenting a Koin amount. A successful purchase should add inventory first; it must not activate merely because the player confirmed. Use one unit, interrupt the effect, finish a session, and reopen the game while recording remaining quantity and time. Repeat input during buying and activation to catch double subtraction. Compare ordinary progress, retry access, and failure recovery without the boost, then remove any design that makes the free route intentionally unreasonable. The player should always know how many uses remain, when an effect ends, and whether unused quantity survives another session.
Show quantity, duration, activation rule, and the point when the consumable is removed. Players should know whether they are buying one use, several uses, or a timed effect.
Buying and using are separate actions. Add the item to inventory following the purchase, then reduce its quantity only when the player deliberately activates it.
Do not present the boost immediately after every loss or make ordinary progress unreasonable without it. The free retry and recovery path should remain understandable.
Make the main activity playable before adding the consumable boost. Players need context to judge whether the item is useful.
Result: A working roguelike foundation
A consumable boost 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. 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
Test preview, confirm, insufficient balance, success, decrement quantity only when the player deliberately activates it, and reload. Then test an insufficient balance, cancelling the action, repeated input, interruption, and reload.
Result: A visible, stable result
Demonstrate confirm, cancel, not enough Koin, success, delivery, and reload. Do not collect payment details, account data, or personal information.
Result: Student team plan
Create a browser-playable roguelike game prototype for a student game team. Build the core loop around repeat runs, build variety, and loss-resistant value. Add one optional consumable boost offer containing a single-use boost with duration, quantity, Koin price, and activation feedback. Price it directly in Koin, require an explicit confirmation, show the balance effect, and decrement quantity only when the player deliberately activates it. 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 consumable boost 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