Use it as a design reference
For a game product manager, this purchase recovery prototype should make every player action and clearly displayed outcome easy to evaluate. Write how to handle reloads, interrupted delivery, duplicate clicks, and insufficient Koin without double granting. 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.
Keep pending understandable
If delivery is interrupted, explain whether the result is pending, safe to retry, or already complete. Do not show both failure and success. 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.
Make retry idempotent
Repeated clicks and reloads should resolve to one purchase result. The player must never receive duplicate items or lose Koin twice. 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.
Return to a safe game state
Cancelling the action, a Koin shortage, and recoverable errors should preserve progress and offer a clear return or retry action. 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.