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Game Designer guide · HTML5 Games · Koin purchase UX

Game Designer Guide to Koin Catalog Design for HTML5 Games

Use a prototype that runs in a browser to work through catalog design for HTML5 games. The goal is to make the player journey concrete before the team commits to native commerce implementation.

Create this game flow
Game Designer Guide to Koin Catalog Design for HTML5 Games visual reference
Visual reference only. Your generated game follows the prompt you choose.

Define the HTML5 games scope

Game designer focus

Start with player motivation and the core loop. The item should support a goal players already understand rather than remove deliberately created frustration.

Platform context

Design for the input, layout, interruption, and return behavior players expect from HTML5 games.

Prototype boundary

Browser delivery does not prove native store billing or platform approval.

Catalog Design in practice

Starting state

Show one item that remains optional, its preview, clearly stated Koin cost, available Koin balance, and ownership rule in a layout suited to HTML5 games.

Main task

Write how to define item identity, value, Koin price, preview, and ownership before checkout. Keep each change visible to the player rather than hiding it in technical state.

Recovery

Make cancelling the action, an insufficient balance, pending, interrupted delivery, and reload visually distinct, with a safe next action.

Role decision

Choose the offer moment, explain the game benefit, and protect the complete free path. Compare the experience before and after ownership. Use the prototype to resolve player-facing questions before creating platform integration tasks.

Solve the catalog design details

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.

Prototype the player journey

  1. 1. Set the platform context

    Choose the input and screen behavior for HTML5 games. State the platform limit beside the prototype brief.

    Result: An honest scope

  2. 2. Map catalog design

    Write how to define item identity, value, Koin price, preview, and ownership before checkout. Describe the player action and visible response at each point.

    Result: A clear catalog design sequence

  3. 3. Add the Koin choice

    Show the item, exact price, balance, confirm, cancel, pending, success, and delivery without payment-provider screens.

    Result: A complete player journey

  4. 4. Apply the game designer lens

    Choose the offer moment, explain the game benefit, and protect the complete free path. Compare the experience before and after ownership.

    Result: Game designer focus

  5. 5. Test return and recovery

    Play cancellation and a full session without purchase. Check timing, value, competitive impact, and whether the item matches the delivered result. Repeat the test after interruption and reload.

    Result: A stable prototype

Generate the HTML5 games prototype

Prompt 1

Create a shareable browser session for a game designer. Focus the IAP prototype on define item identity, value, Koin price, preview, and ownership before checkout. Use a direct Koin item transaction with preview, exact price, confirmation, cancel, insufficient balance, success, delivery, and reload behavior. The game designer must be able to connect the offer to the core loop and player motivation. Do not add subscriptions, payment-provider UI, revenue analytics, or native platform claims. State this boundary: Browser delivery does not prove native store billing or platform approval.

Prompt 2

Keep the item optional. Show its precise Koin price, balance before spending, confirm, cancel, low-balance, success, visible delivery, and reload states.

Game Designer test checklist

Limits for HTML5 games

Frequently asked questions

What does catalog design mean here?

Write how to define item identity, value, Koin price, preview, and ownership before checkout. The result is shown as a playable Koin flow.

Is this a subscription?

No. The player spends Koin directly on one named item or unlock.

What happens if the player cancels?

Return to the same game state without spending Koin or delivering the item.

What if the Koin balance is too low?

Explain the shortage, preserve progress, and do not deliver the item.

Does this include payment or revenue reports?

No. It covers the player-facing purchase experience, not financial reporting.

Is the prototype ready for a native store?

No. Browser delivery does not prove native store billing or platform approval.

Create the catalog design prototype

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