Operate every state without relying on one cue
Check keyboard and assistive focus order, readable labels, contrast, zoom, reduced motion, timing, error recovery, and non-color status signals. Confirm and cancel need distinct names and positions, while delivery must be announced and visible in its normal game context.
Prove that declining leaves a complete game
Play the advertised core route from the first meaningful action through recovery and its promised conclusion without opening the offer. Record any place where storage, pacing, difficulty, retry access, story information, or social participation feels intentionally weakened. Decline the item at several natural moments and confirm that progress continues from the same point without repeated pressure. Then buy it and compare the owned experience against the free route: the item may add expression, bounded content, or reasonable convenience, but it must not reveal that frustration was manufactured to sell relief. Remove guilt, countdowns, loss threats, and language that treats a voluntary choice as required.
Finish the free path first
Play the complete promised game without opening the offer. Progress, recovery, and the core ending should still feel intentional. For accessibility-first players, the experience must support readable labels, non-color cues, focus order, and reduced-motion review.
Offer an easy decline
Give players a visible dismiss action and return them to the exact game state they left without repeated pressure. For accessibility-first players, the experience must support readable labels, non-color cues, focus order, and reduced-motion review.
Do not sell relief from frustration
Avoid slowing ordinary progress or creating unnecessary limits simply to make the item that remains optional feel required. For accessibility-first players, the experience must support readable labels, non-color cues, focus order, and reduced-motion review.