Design for a shareable session
For a technical producer, this catalog design prototype should make every player action and player-visible outcome easy to evaluate. Write how to define item identity, value, Koin price, preview, and ownership before checkout. Map preview, confirmation, cancelling the action, an insufficient balance, pending, success, delivery, owned, and reload. Give every failure a safe next action. 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.
Name every state and owner
Separate preview, confirmation, pending, success, delivery, owned, insufficient Koin, cancel, interrupted, and reopened states. Assign later production work for identity, persistence, native billing, security, refunds, policy, and monitoring.
Define idempotent recovery
Repeated confirmation, a slow response, navigation during delivery, and reopening must resolve to one result. Record which state is authoritative and how the player can safely retry without another grant or Koin deduction.
Turn the prototype into tickets
Capture the visible behavior first, then create implementation tasks with expected examples for each transition and platform boundary. Do not translate a working browser interaction into an unsupported claim that backend commerce is complete.
Compare items consistently
Use the same fields for every offer: preview, benefit, ownership or duration, specific Koin amount, 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.