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 · Survival · Direct Koin item
Build the survival game first, then add one optional cosmetic collection 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 survival browser prototype centered on resource scarcity, crafting priorities, and recovery choices.
A cosmetic collection preview with a concrete description and direct Koin price.
Place the cosmetic collection 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; Preview it during play. Show the item, benefit, ownership or duration, balance, and precise Koin price. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, equip the owned cosmetic and keep it visible in inventory, 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 indie studio, the cosmetic collection should support that loop without becoming mandatory. Review the item through preview it during play and make ownership obvious. An indie studio can divide timing, interface, implementation, and failure testing among named owners. The example offer is: A cosmetic collection preview with a concrete description and direct Koin price. This offer emphasizes expression without changing competitive power 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.
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.
Place the visual on the actual character, vehicle, card, room, trail, or game object and compare it with the thumbnail at normal play scale. Check front, back, motion, color contrast, overlapping equipment, and any platform-specific crop. State that it is visual only when no statistic, rule, or outcome changes. Confirm the exact piece or bundle, then replace buy with owned or equip and file it under an obvious collection category. Switch to another cosmetic, reopen the game, and select it again without another deduction. Also inspect multiplayer, streaming, and accessibility contexts so the design does not hide hazards, impersonate earned rarity, expose private information, or suggest competitive power that the item never provides.
Show the cosmetic on the character, vehicle, card, or game space where players will actually see it. A thumbnail alone can hide scale, color, or animation differences.
Once the item is bought, change the action from buy to owned or equip. Keep the cosmetic in the relevant collection after reload so players know where to use it.
Describe the item as visual only when it changes no stats or outcomes. Avoid rarity language that suggests an advantage the cosmetic does not provide.
Make the main activity playable before adding the cosmetic collection. Players need context to judge whether the item is useful.
Result: A working survival foundation
A cosmetic collection 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. 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, equip the owned cosmetic and keep it visible in inventory, and reload. Then test too little Koin, a player cancellation, repeated input, interruption, and reload.
Result: A visible, stable result
Write test cases for too little Koin, cancellation, delayed delivery, repeated input, and reload. Create production tickets only after the player journey is agreed.
Result: Indie studio plan
Create a browser-playable survival game prototype for a small indie studio. Build the core loop around resource scarcity, crafting priorities, and recovery choices. Add one optional cosmetic collection offer containing a three-item style set with preview, Koin price, confirmation, and equip state. Price it directly in Koin, require an explicit confirmation, show the balance effect, and equip the owned cosmetic and keep it visible in inventory. 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 specific Koin amount, current Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.
A cosmetic collection 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