Design for a shareable session
For a game product manager, this catalog design prototype should make every player action and result the player can inspect easy to evaluate. Write how to define item identity, value, Koin price, preview, and ownership before checkout. Define the player need, item scope, ownership rule, Koin price, and free path. Check age context, accessibility, rights, and platform expectations. 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.
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.
Compare items consistently
Use the same fields for every offer: preview, benefit, ownership or duration, clearly stated Koin cost, 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.