Solo creator plan
Keep the first version to one offer. A small scope makes it possible to finish the game loop, purchase choice, delivery, and recovery without maintaining a large shop.
Solo 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
Keep the first version to one offer. A small scope makes it possible to finish the game loop, purchase choice, delivery, and recovery without maintaining a large shop.
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 full price in Koin. 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 solo 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 solo creator should revise one prompt instruction at a time and compare both playable versions. 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.
Treat the purchase flow as one small feature inside the game, not a separate storefront project. Finish one offer, one confirmation, one delivery path, and the recovery states before considering another item or catalog category.
Write the benefit, Koin amount, duration, ownership rule, and delivery location once. Copy that definition into the offer, confirmation, inventory, and test notes so solo edits do not create contradictory promises.
Generate the game, complete the core activity, decline the offer, trigger insufficient Koin, buy successfully, and reopen the game. Record the first confusing moment instead of changing several screens at once.
Give the link to someone who has not seen the prompt. Ask them to find the price, explain the item, cancel, complete the choice, and locate what was delivered without hints from you.
Choose the single player action that is still confusing and save the current build before editing. Rewrite only the relevant prompt sentence, generate again, and replay the same success and recovery routes in both versions. Keep a short note containing what changed, which version behaved more clearly, and what remains outside your implementation ability. Prefer a finished item with honest boundaries over a broad shop containing unfinished states. When asking someone else to test, give them the link and one goal but no walkthrough; their first hesitation is more useful than another hour spent polishing copy you already understand.
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 once buying is complete, 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, available Koin balance, confirm, cancel, and what ownership means. Reuse the same item definition across the preview, confirmation, and owned state. That keeps the copy and behavior consistent while you work alone.
Result: An understandable decision
Test preview, confirm, insufficient balance, success, decrement quantity only when the player deliberately activates it, and reload. Then test a Koin shortage, a cancelled choice, repeated input, interruption, and reload.
Result: A visible, stable result
Run the success path first, followed by cancel, too little Koin, repeated clicks, and reload. Ask one other person to try it without an explanation.
Result: Solo creator plan
Create a browser-playable survival game prototype for a solo 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 precise Koin price, balance before spending, 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