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 · Tower Defense · Direct Koin item
Build the tower defense 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
Give design, UI, and QA one shared item definition. Everyone should use the same benefit, duration, Koin price, and ownership rule.
A tower defense browser prototype centered on wave planning, tower roles, and upgrade timing.
A consumable boost preview with a concrete description and direct Koin price.
Place the consumable boost after this loop advances: a tower defense browser prototype centered on wave planning, tower roles, and upgrade timing. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Keep tower roles readable; 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 tower defense browser prototype centered on wave planning, tower roles, and upgrade timing. If play becomes incomplete, fix the game before changing the offer.
Show an offer before a wave or after rewards are counted, never while enemies are moving and towers require attention. The player should be able to inspect the lane and dismiss the choice calmly.
Preview range, target rules, duration, or visual-only status with the same symbols used in play. Avoid selling an unclear boost that makes wave balance impossible to understand without purchasing it.
Compare the free path and owned state against the same wave. Cancellation and reload must preserve placed towers and earned currency, while the delivered item appears only in its promised build or inventory slot.
This tower defense game uses a tower defense browser prototype centered on wave planning, tower roles, and upgrade timing. Review the genre through use the build phase and keep tower roles readable. For a indie studio, the consumable boost should support that loop without becoming mandatory. Review the item through state the exact limit and consume only on activation. An indie studio can divide timing, interface, implementation, and failure testing among named owners. 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. Prepare a map with a fixed tower layout, earned currency, incoming wave, lives, and upgrade choices. Open the item only during the build phase, cancel, and verify that placement and targeting rules remain intact. Try insufficient Koin without starting the wave or consuming game resources. Complete the valid choice, place or equip the delivered result, and run the same wave used by the free version. Compare range symbols, target priorities, visual clarity, and outcome without hiding balance changes. Then restart or reopen at the next build phase and check that towers, rewards, ownership, and Koin reconcile once. The game should not require the item to repair a wave made unfair on purpose.
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.
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 tower defense 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. 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, 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
Write test cases for an insufficient balance, a cancelled choice, delayed delivery, repeated input, and reload. Create production tickets only after the player journey is agreed.
Result: Indie studio plan
Create a browser-playable tower defense game prototype for a small indie studio. Build the core loop around wave planning, tower roles, and upgrade timing. 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