Offer between runs
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.
Explain what survives
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.
Repeat the death-and-reload test
Buy the item, start a run, lose, and return to the hub. Then repeat through a cancelled choice and a Koin shortage. Only the promised ownership or quantity should carry across attempts.
Follow ownership through a loss and another run
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 no-code creator, 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. A no-code creator should describe observable screens and change only one generation instruction per iteration. 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. 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.
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 cancelling the action 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.
Prove the improvement without manufacturing discomfort
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 a cancelled choice preserves existing configuration, insufficient Koin changes nothing, and the upgrade helps without turning ordinary progression into a penalty.
Show the before-and-after limit
Display the current capacity or workflow and the exact improvement, such as additional inventory slots or another saved preset.
Treat the upgrade as durable
Once buying is complete, apply the new limit visibly and preserve it after reload. Do not make the player buy the same permanent improvement again.
Remove artificial friction
Test the game without the upgrade. If normal play feels deliberately slow, cramped, or repetitive only to sell relief, improve the free experience first.