Student team plan
Use Koin as a simulated game value for a classroom project. The exercise demonstrates player choice and interface states, not real payment processing.
Student Team guide · Card Battler · Direct Koin item
Build the card battler game first, then add one optional convenience upgrade that supports the existing play loop. This guide keeps the item understandable from its first preview through delivery and reload.
Create this game flow
Use Koin as a simulated game value for a classroom project. The exercise demonstrates player choice and interface states, not real payment processing.
A card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay.
A convenience upgrade preview with a concrete description and direct Koin price.
Place the convenience upgrade after this loop advances: a card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Avoid ambiguous rarity promises; Show the before-and-after limit. Show the item, benefit, ownership or duration, balance, and precise Koin price. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, apply the durable convenience entitlement and show the changed limit, and reload. Show that change inside normal play instead of relying only on a success message.
Test a free session around a card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay. If play becomes incomplete, fix the game before changing the offer.
Show the item in a deck editor, reward summary, or collection screen, never over a timed turn. Players need space to compare ownership, quantity, and deck legality before confirming.
Name the exact card, cosmetic treatment, or content unlock instead of implying a random competitive advantage. If the item is visual only, keep its stats identical and say that plainly.
After delivery, add the item to the correct collection and enforce copy limits. A cancelled choice, a Koin shortage, and reload should preserve the current deck list without inserting, removing, or upgrading unrelated cards.
This card battler game uses a card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay. Review the genre through use the collection boundary and avoid ambiguous rarity promises. For a student team, the convenience upgrade should support that loop without becoming mandatory. Review the item through show the before-and-after limit and treat the upgrade as durable. A student team can split the demonstration between the game loop, interface explanation, and classroom playtesting. The example offer is: A convenience upgrade preview with a concrete description and direct Koin price. This offer emphasizes less friction while preserving the playable free path before expanding the catalog. Start with a saved deck list, collection quantities, active format, reward history, and selected cosmetic style. Open the choice from the collection screen after a match, cancel, and confirm the deck remains byte-for-byte equivalent in visible terms. Try insufficient Koin without inserting a placeholder card. Complete a valid named card, visual treatment, or content unlock and apply copy limits and format rules immediately. Play a match, return to the editor, and reopen the game. Check one ownership grant, stable deck contents, unchanged earned rewards, and no random rarity implication. Visual-only items must keep statistics identical, while competitive access remains understandable for a player who declines.
Use Koin as simulated game value and explain that the project demonstrates interface states and player choice. Do not collect card details, account credentials, personal information, or money for a classroom prototype.
One teammate can build the game loop, another can own interface wording, and another can run the playtest. Everyone should be able to explain why the item is optional and where it appears after confirmation.
List native billing, identity, durable storage, security, refunds, age rules, accessibility, and platform review as future production concerns. This shows technical understanding without pretending the browser project solves them.
During the demo, cancel once, attempt the item without enough Koin, complete a valid choice, and reopen the game. Explain which results are simulated and what would require real engineering in a released product.
Prepare a short presentation that begins with the playable core activity, then shows a voluntary item preview, decline, insufficient Koin, valid confirmation, delivery, and reopening. Each teammate should explain one design reason and one technical boundary rather than reading the interface aloud. Include a diagram or note showing which values are simulated and which production systems are absent. Ask classmates to identify any pressure language, inaccessible control, unclear ownership rule, or privacy concern. Finish by describing how identity, durable storage, security, refunds, native policy, and testing would change a real implementation, without collecting personal or payment information during the exercise.
Display the current capacity, preset count, queue size, travel option, or workflow limit beside the precise improvement and show whether ownership is permanent. Play a representative session without it and record whether storage, repetition, waiting, or navigation already feels intentionally designed. If the free experience is cramped or slow only to sell relief, repair that baseline first. Complete the choice, apply the new limit in its normal screen, fill or use the added capacity, and reopen the game. The higher limit should remain visible and should never appear buyable again for the same account state. Check that cancellation preserves existing configuration, insufficient Koin changes nothing, and the upgrade helps without turning ordinary progression into a penalty.
Display the current capacity or workflow and the exact improvement, such as additional inventory slots or another saved preset.
After the player buys it, apply the new limit visibly and preserve it after reload. Do not make the player buy the same permanent improvement again.
Test the game without the upgrade. If normal play feels deliberately slow, cramped, or repetitive only to sell relief, improve the free experience first.
Make the main activity playable before adding the convenience upgrade. Players need context to judge whether the item is useful.
Result: A working card battler foundation
A convenience upgrade preview with a concrete description and direct Koin price. Keep the same wording in the preview, confirmation, and delivered state.
Result: A consistent player promise
Show the exact Koin amount, available Koin balance, confirm, cancel, and what ownership means. Divide the work between the game loop, interface copy, and playtesting. Explain why the item is optional and how the game stays complete without it.
Result: An understandable decision
Test preview, confirm, insufficient balance, success, apply the durable convenience entitlement and show the changed limit, and reload. Then test a Koin shortage, a cancelled choice, repeated input, interruption, and reload.
Result: A visible, stable result
Demonstrate confirm, cancel, a Koin shortage, success, delivery, and reload. Do not collect payment details, account data, or personal information.
Result: Student team plan
Create a browser-playable card battler game prototype for a student game team. Build the core loop around deck identity, readable rarity, and strategic counterplay. Add one optional convenience upgrade offer containing an inventory expansion with before-and-after capacity, Koin price, and persistent owned state. Price it directly in Koin, require an explicit confirmation, show the balance effect, and apply the durable convenience entitlement and show the changed limit. Do not add subscriptions, external payment checkout, revenue reporting, or guaranteed earnings. Include insufficient-Koin, cancel, success, and reload states.
Keep the item optional. Show its specific Koin amount, current Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.
A convenience upgrade preview with a concrete description and direct Koin price. Start with one item and one price.
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. The browser prototype still needs native billing, persistence, security, refunds, and platform approval.
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