Use it as a design reference
For a game product manager, this catalog design prototype should make every player action and result the player can inspect easy to evaluate. Write how to define item identity, value, Koin price, preview, and ownership before checkout. Define the player need, item scope, ownership rule, Koin price, and free path. Check age context, accessibility, rights, and platform expectations. Validate item value, wording, state order, and player recovery in the browser before translating behavior into Unity scenes, prefabs, services, and platform-specific implementation tasks.
Write the Unity handoff separately
Identify UI states, game-state ownership, durable entitlements, native billing adapters, security, refunds, and test environments. The playable page does not configure Unity IAP or produce a store build.
Compare the later implementation
When a Unity version exists, replay the same cancel, insufficient Koin, interruption, success, delivery, and reopen scenarios. Match player outcomes rather than copying browser code or assuming parity.
Write the decision before the feature
State which player problem the item addresses, why a purchase is appropriate, and what evidence would cause the team to drop the idea. The prototype supports a product decision; it does not forecast revenue.
Compare free and owned journeys
Ask testers to complete the same goal with and without the item. Look for comprehension, pressure, fairness, and delivered value rather than using purchase completion as the only measure of a good experience.
Set the release boundary
Review age context, accessibility, localization, rights, moderation, platform policy, refunds, support, and security with the responsible owners. Keep unverified native capabilities and financial reporting out of the public promise.
Compare items consistently
Use the same fields for every offer: preview, benefit, ownership or duration, specific Koin amount, and owned state. Consistent cards make differences easier to understand. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.
Keep the first catalog small
Start with one to three clearly different items. A large grid makes it harder to find unclear value, duplicated promises, and missing delivery states. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.
Design owned and unavailable states
A catalog also needs sold, owned, equipped, and unavailable presentations. Do not leave a purchased item looking buyable after reload. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.