Audience need
The experience must support readable labels, non-color cues, focus order, and reduced-motion review.
Accessibility-First Players · Player-first Koin purchase UX
Design one optional Koin item around the real needs of accessibility-first players. This guide applies transparent Koin pricing to the offer, confirmation, cancellation, recovery, and delivered result.
Create this game flow
The experience must support readable labels, non-color cues, focus order, and reduced-motion review.
Show the item, exact Koin amount, balance effect, duration, and ownership result before choosing confirm.
Use one item and one Koin price so players can evaluate the complete choice without navigating a large shop.
Choose a calm point where accessibility-first players understand the game context and can decline without interrupting active play.
Show the item, benefit, duration or quantity, clearly stated Koin cost, available Koin balance, confirm, and cancel in plain language.
After cancelling the action or a Koin shortage, preserve progress and return accessibility-first players to an understandable game state.
When the purchase succeeds, show ownership, equipped state, unlocked content, or remaining quantity where the item will be used.
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.
Give a new player the offer without explanation and ask them to name the selected item, full Koin amount, available balance, expected balance afterward, quantity or duration, and ownership rule. Let them decline, then repeat with insufficient Koin and a successful choice. Review every place the value appears and remove crossed-out amounts, vague premium labels, unsupported real-currency comparisons, or urgency that distracts from the final cost. The wording on the preview, confirmation, success message, and owned view must describe the same thing. Reopen the game and verify that the balance and ownership shown to the player still match the one transaction they approved.
Place the exact Koin amount beside the available Koin balance and show the expected remaining balance ahead of confirmation. For accessibility-first players, the experience must support readable labels, non-color cues, focus order, and reduced-motion review.
State whether the item is permanent, consumed on use, limited by quantity, or active for a fixed time. For accessibility-first players, the experience must support readable labels, non-color cues, focus order, and reduced-motion review.
Avoid fake urgency, crossed-out prices, unsupported currency comparisons, and labels that hide the final Koin amount. For accessibility-first players, the experience must support readable labels, non-color cues, focus order, and reduced-motion review.
Write this into the prompt before the item description: Support readable labels, non-color cues, focus order, and reduced-motion review.
Result: A clear design constraint
Show the item, exact Koin amount, balance effect, duration, and ownership result ahead of confirmation. Carry the same principle through confirmation and delivery.
Result: A consistent player experience
Name the benefit, duration or quantity, ownership rule, full price in Koin, and delivered result.
Result: An understandable offer
Try confirmation, cancelling the action, an insufficient balance, repeated input, interruption, delivery, and reload without coaching.
Result: Audience-specific feedback
Change one prompt instruction, regenerate, and compare whether players understand the choice more quickly.
Result: A focused second version
Create a browser-playable game purchase-flow prototype for accessibility-first players. Optimize for transparent Koin pricing: show the item, exact Koin amount, balance effect, duration, and ownership result before the player confirms. Apply this audience requirement: support readable labels, non-color cues, focus order, and reduced-motion review. Use one voluntary game item priced directly in Koin with preview, explicit confirm and cancel, insufficient-balance feedback, success, and visible delivery. Do not include subscriptions, revenue reporting, payment-provider UI, or guaranteed outcomes.
Keep the item optional. Show its clearly stated Koin cost, available Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.
It makes the choice easier to understand while respecting this audience's needs.
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. Identity, persistence, security, refunds, native APIs, policy, and accessibility still need production work.
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