No-code creator plan
Describe player behavior in ordinary language. Name what appears on screen instead of asking for a generic checkout or monetization system.
No-Code Creator guide · Survival · Direct Koin item
Build the survival 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
Describe player behavior in ordinary language. Name what appears on screen instead of asking for a generic checkout or monetization system.
A survival browser prototype centered on resource scarcity, crafting priorities, and recovery choices.
A consumable boost preview with a concrete description and direct Koin price.
Place the consumable boost after this loop advances: a survival browser prototype centered on resource scarcity, crafting priorities, and recovery choices. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Define scarcity honestly; State the exact limit. Show the item, benefit, ownership or duration, balance, and specific Koin amount. 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 survival browser prototype centered on resource scarcity, crafting priorities, and recovery choices. If play becomes incomplete, fix the game before changing the offer.
Do not present an item while health is falling, shelter is failing, or a death timer is active. Use a secure camp or crafting screen where the player can evaluate the choice without fear of immediate loss.
Show exact quantity, durability, capacity, or duration. A convenience item must not disguise deliberately reduced free storage, and essential recovery should remain reasonably available through play.
After cancel or interruption, restore location, equipment, crafted materials, and environmental threats exactly. Delivery should enter the correct pack or camp inventory without duplicating supplies on reload.
This survival game uses a survival browser prototype centered on resource scarcity, crafting priorities, and recovery choices. Review the genre through avoid emergency pressure and define scarcity honestly. For a no-code creator, the consumable boost should support that loop without becoming mandatory. Review the item through state the exact limit and consume only on activation. A no-code creator should describe observable screens and change only one generation instruction per iteration. 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. Enter a secure camp with recorded health, hunger, weather, equipment durability, crafted materials, storage, and route progress. Never open the choice while a danger timer or attack is active. Cancel and resume with the same pack and threat state; then try insufficient Koin without consuming survival resources. Complete a valid capacity, supply, cosmetic, or side-content choice and place it in the correct pack or camp container. Leave camp, use or inspect the item, and return after a reload. Confirm that only the promised quantity or ownership persists, supplies are not duplicated, and essential recovery remains reasonably earnable instead of being weakened to sell relief.
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.
If delivery is unclear, revise only the delivery sentence. If a cancelled choice loses progress, revise the return-state sentence. Small prompt changes make it easier to understand which instruction improved or damaged the result.
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.
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.
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.
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 survival 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, balance before spending, confirm, cancel, and what ownership means. Prompt for the preview, price, balance, confirm, cancel, success, and owned state separately. Change one instruction at a time between generations.
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
Generate the failure states explicitly. If the result only shows success, add not enough Koin, a player cancellation, interruption, and reload to the next prompt.
Result: No-code creator plan
Create a browser-playable survival game prototype for a no-code creator. Build the core loop around resource scarcity, crafting priorities, and recovery choices. 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