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Racing · Consumable Items guide

Racing Game Consumable Items: IAP Design and Testing

Build the racing loop first, then test one optional three racing recovery tokens at 30 Koin. This guide focuses on quantity, effect, duration, activation rule, and remaining inventory.

Create this game flow
Student AI Game IAP Project: Demonstrate a Koin Consumable Boost in a Track Competition Game visual reference
Visual reference only. Your generated game follows the prompt you choose.

Focused keyword and player case

Worked Racing example: three racing recovery tokens

One concrete offer

Offer the three racing recovery tokens for 30 Koin only after a safe gameplay pause. Show quantity, effect, duration, activation rule, and remaining inventory before confirmation. Cancel and insufficient balance must preserve progress; success must deliver once and remain correct after reload.

Real gameplay reference and full state model

Use the focused consumable items hub for an authentic screenshot, direct playable result, and the complete purchase-state checklist. Gameplay evidence supports placement testing; it does not prove a live transaction.

Open the Consumable Items hub →

Student Team plan for this consumable boost

Student team plan

Use Koin as a simulated game value for a classroom project. The exercise demonstrates player choice and interface states, not real payment processing.

Why it fits track competition

A racing browser prototype centered on vehicle identity, track progression, and fair competitive readability.

What the item offers

A consumable boost preview with a concrete description and direct Koin price.

A practical track competition example

Offer moment

Place the consumable boost after this loop advances: a racing browser prototype centered on vehicle identity, track progression, and fair competitive readability. Wait for a safe pause. Player progress must not depend on the offer.

Offer card

Offer-card rules: Separate style from performance; State the exact limit. Show the item, benefit, ownership or duration, balance, and precise Koin price. Keep confirm and cancel separate.

Successful result

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.

Free path

Test a free session around a racing browser prototype centered on vehicle identity, track progression, and fair competitive readability. If play becomes incomplete, fix the game before changing the offer.

Student Team decisions for the consumable boost

Decide between races

Put the choice in the garage, event map, or results screen. A purchase layer should never obscure steering, timing, lap position, or the countdown that begins a competitive race.

Separate style from performance

If an item changes only paint, decals, trails, or celebration effects, say so. When a benefit affects handling or progression, show the exact rule and test whether non-buyers can compete fairly.

Check garage ownership

Deliver the confirmed item to the selected vehicle or collection, then revisit it after a race and reload. Cancelling the action must preserve tuning, event selection, and earned rewards without changing the grid position.

Compare the garage, race, and return states

This track competition game uses a racing browser prototype centered on vehicle identity, track progression, and fair competitive readability. Review the genre through decide between races and separate style from performance. For a student team, the consumable boost should support that loop without becoming mandatory. Review the item through state the exact limit and consume only on activation. A student team can split the demonstration between the game loop, interface explanation, and classroom playtesting. 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. Select a vehicle, record its tuning, event, grid, earned rewards, and visual setup, then complete a short race before entering the garage offer. Cancel and make sure the same event and tuning remain selected. Trigger insufficient Koin and confirm that the countdown or next-race action cannot spend anything. Buy the item from a deliberate garage confirmation, apply it to the intended vehicle, and run the same track again. Separate cosmetic changes from handling or progression in the comparison. After results and a fresh load, verify one owned item, unchanged earned rewards, stable season progress, and a free competitor path that remains readable and fair.

Frame it as a design exercise

Use Koin as simulated game value and explain that the project demonstrates interface states and player choice. Do not collect card details, account credentials, personal information, or money for a classroom prototype.

Divide the demonstration clearly

One teammate can build the game loop, another can own interface wording, and another can run the playtest. Everyone should be able to explain why the item is optional and where it appears after confirmation.

Document what the prototype omits

List native billing, identity, durable storage, security, refunds, age rules, accessibility, and platform review as future production concerns. This shows technical understanding without pretending the browser project solves them.

Present both success and failure

During the demo, cancel once, attempt the item without enough Koin, complete a valid choice, and reopen the game. Explain which results are simulated and what would require real engineering in a released product.

Explain the system during a live demonstration

Prepare a short presentation that begins with the playable core activity, then shows a voluntary item preview, decline, insufficient Koin, valid confirmation, delivery, and reopening. Each teammate should explain one design reason and one technical boundary rather than reading the interface aloud. Include a diagram or note showing which values are simulated and which production systems are absent. Ask classmates to identify any pressure language, inaccessible control, unclear ownership rule, or privacy concern. Finish by describing how identity, durable storage, security, refunds, native policy, and testing would change a real implementation, without collecting personal or payment information during the exercise.

Account for every unit from purchase through use

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.

State the exact limit

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.

Consume only on activation

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.

Avoid failure pressure

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.

Student Team build and test plan

  1. 1. Finish the track competition loop

    Make the main activity playable before adding the consumable boost. Players need context to judge whether the item is useful.

    Result: A working track competition foundation

  2. 2. Write one item definition

    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

  3. 3. Generate the purchase choice

    Show the exact Koin amount, visible Koin balance, confirm, cancel, and what ownership means. Divide the work between the game loop, interface copy, and playtesting. Explain why the item is optional and how the game stays complete without it.

    Result: An understandable decision

  4. 4. Deliver and recover

    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

  5. 5. Test as a student team

    Demonstrate confirm, cancel, not enough Koin, success, delivery, and reload. Do not collect payment details, account data, or personal information.

    Result: Student team plan

Prepare the classroom-safe prompt

Prompt 1

Create a browser-playable racing game prototype for a student game team. Build the core loop around vehicle identity, track progression, and fair competitive readability. 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.

Prompt 2

Keep the item optional. Show its clearly stated Koin cost, available Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.

Student Team playtest checklist

What the student team must implement later

Racing IAP questions

What should a racing consumable items offer disclose?

State the exact item, quantity, effect, duration, activation rule, and remaining inventory, and the full 30 Koin price before the player confirms.

Where should this offer appear in a racing game?

Use a natural planning, customization, or post-session moment. Do not interrupt active controls or make ordinary progression depend on opening the offer.

What must still work after reload?

The free-game progress must remain intact, and a successful purchase must restore the same owned item, content, quantity, or capacity without another charge.

Demonstrate this track competition IAP flow

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