Design for a shareable session
For a game designer, this catalog design prototype should make every player action and clearly displayed outcome easy to evaluate. Write how to define item identity, value, Koin price, preview, and ownership before checkout. Choose the offer moment, explain the game benefit, and protect the complete free path. Compare the experience before and after ownership. Assume a player may open the game from a link in a new browser with limited prior context. Put item identity, Koin balance, and the return route inside the playable experience.
Handle tabs and navigation
Try refresh, back navigation, a second tab, and returning after the page was suspended. A browser interaction must not imply native-store ownership or silently repeat a delivery action.
Keep canvas and interface coordinated
If the game uses a canvas, make focus, keyboard input, scaling, and purchase overlays cooperate. Closing the choice should restore game controls without leaving hidden buttons or trapped focus.
Judge the offer in the core loop
Run the game without opening the purchase choice, then run it with the item. Compare pacing, motivation, difficulty, and recovery so the offer supports play instead of repairing frustration that was added deliberately.
Make the player promise concrete
Describe what changes on screen, how long it lasts, where it appears, and what remains available without it. Replace value labels such as better or premium with rules a player can observe.
Review the moment of choice
Check what the player was doing immediately before the offer and where cancel returns them. The item should arrive after enough context to understand it, but never during a time-critical or emotionally pressured action.
Compare items consistently
Use the same fields for every offer: preview, benefit, ownership or duration, full price in Koin, and owned state. Consistent cards make differences easier to understand. Test that behavior using HTML5 games. Browser delivery does not prove native store billing or platform approval.
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 HTML5 games. Browser delivery does not prove native store billing or platform approval.
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 HTML5 games. Browser delivery does not prove native store billing or platform approval.