Indie studio plan
Give design, UI, and QA one shared item definition. Everyone should use the same benefit, duration, Koin price, and ownership rule.
Indie Studio guide · Card Battler · Direct Koin item
Build the card battler game first, then add one optional cosmetic collection that supports the existing play loop. This guide keeps the item understandable from its first preview through delivery and reload.
Create this game flow
Give design, UI, and QA one shared item definition. Everyone should use the same benefit, duration, Koin price, and ownership rule.
A card battler browser prototype centered on deck identity, readable rarity, and strategic counterplay.
A cosmetic collection preview with a concrete description and direct Koin price.
Place the cosmetic collection 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; Preview it during play. Show the item, benefit, ownership or duration, balance, and precise Koin price. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, equip the owned cosmetic and keep it visible in inventory, 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 player cancellation, too little Koin, 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 indie studio, the cosmetic collection should support that loop without becoming mandatory. Review the item through preview it during play and make ownership obvious. An indie studio can divide timing, interface, implementation, and failure testing among named owners. The example offer is: A cosmetic collection preview with a concrete description and direct Koin price. This offer emphasizes expression without changing competitive power 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.
Design owns the offer timing and free path, UI owns readable states, engineering owns state transitions, and QA owns failure coverage. Agree on the same item definition before anyone creates implementation tickets.
Use the prototype in a short team session and walk through decline, insufficient Koin, pending, success, delivery, and reopening. Resolve player-facing disagreement in the build instead of leaving it inside separate documents.
After the journey is approved, split identity, durable ownership, native billing, security, refunds, policy, localization, accessibility, and analytics into explicit work. The prototype should not be treated as proof that those systems exist.
Have a tester interrupt confirmation, repeat an input, change screens during delivery, and reload at several points. Compare the result with the agreed item promise and reject duplicate grants or unexplained Koin changes.
Schedule a short session with design, UI, engineering, and QA using the same playable link and item definition. Assign one person to operate while the others record disagreements about timing, wording, delivery, fairness, and recovery. End with an explicit decision for each disputed state and name the owner of every native implementation task. Update the prototype or source brief before tickets spread outdated assumptions. QA should then write independent scenarios from the agreed player promise, including interruption and duplicate input. This creates a shared reference without mistaking the browser build for a backend, billing integration, revenue forecast, or release approval.
Place the visual on the actual character, vehicle, card, room, trail, or game object and compare it with the thumbnail at normal play scale. Check front, back, motion, color contrast, overlapping equipment, and any platform-specific crop. State that it is visual only when no statistic, rule, or outcome changes. Confirm the exact piece or bundle, then replace buy with owned or equip and file it under an obvious collection category. Switch to another cosmetic, reopen the game, and select it again without another deduction. Also inspect multiplayer, streaming, and accessibility contexts so the design does not hide hazards, impersonate earned rarity, expose private information, or suggest competitive power that the item never provides.
Show the cosmetic on the character, vehicle, card, or game space where players will actually see it. A thumbnail alone can hide scale, color, or animation differences.
Once buying is complete, change the action from buy to owned or equip. Keep the cosmetic in the relevant collection after reload so players know where to use it.
Describe the item as visual only when it changes no stats or outcomes. Avoid rarity language that suggests an advantage the cosmetic does not provide.
Make the main activity playable before adding the cosmetic collection. Players need context to judge whether the item is useful.
Result: A working card battler foundation
A cosmetic collection 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, balance before spending, confirm, cancel, and what ownership means. Design chooses the offer moment, UI makes every state distinct, and QA tests transitions and recovery. Use the playable prototype during the team review.
Result: An understandable decision
Test preview, confirm, insufficient balance, success, equip the owned cosmetic and keep it visible in inventory, and reload. Then test an insufficient balance, cancelling the action, repeated input, interruption, and reload.
Result: A visible, stable result
Write test cases for a Koin shortage, cancelling the action, delayed delivery, repeated input, and reload. Create production tickets only after the player journey is agreed.
Result: Indie studio plan
Create a browser-playable card battler game prototype for a small indie studio. Build the core loop around deck identity, readable rarity, and strategic counterplay. Add one optional cosmetic collection offer containing a three-item style set with preview, Koin price, confirmation, and equip state. Price it directly in Koin, require an explicit confirmation, show the balance effect, and equip the owned cosmetic and keep it visible in inventory. 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 clearly stated Koin cost, available Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.
A cosmetic collection 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