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.
Game Designer guide · Desktop Web Games · Koin purchase UX
Use a prototype that runs in a browser to work through catalog design for desktop web games. The goal is to make the player journey concrete before the team commits to native commerce implementation.
Create this game flow
Start with player motivation and the core loop. The item should support a goal players already understand rather than remove deliberately created frustration.
Design for the input, layout, interruption, and return behavior players expect from desktop web games.
Desktop browser purchases remain Koin flows inside the supported experience.
Show one item that remains optional, its preview, clearly stated Koin cost, available Koin balance, and ownership rule in a layout suited to desktop web games.
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.
Make a cancelled choice, a Koin shortage, pending, interrupted delivery, and reload visually distinct, with a safe next action.
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.
For a game designer, this catalog design prototype should make every player action and result shown in the game 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. Check tab order, focus indicators, mouse targets, escape behavior, and the return to game controls. Confirmation must never borrow an input that also performs a high-frequency gameplay action.
Keep the item, Koin amount, balance effect, and actions together on common desktop widths. Avoid pushing a cancelled choice off screen simply because the game canvas occupies a large area.
Resize, move between displays, zoom, refresh, and restore a background tab. The interaction should preserve the selected item and resolve pending or delivered states without another grant.
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.
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.
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.
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 desktop web games. Desktop browser purchases remain Koin flows inside the supported experience.
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 desktop web games. Desktop browser purchases remain Koin flows inside the supported experience.
A catalog also needs sold, owned, equipped, and unavailable presentations. Do not leave a purchased item looking buyable after reload. Test that behavior using desktop web games. Desktop browser purchases remain Koin flows inside the supported experience.
Choose the input and screen behavior for desktop web games. State the platform limit beside the prototype brief.
Result: An honest scope
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
Show the item, exact price, balance, confirm, cancel, pending, success, and delivery without payment-provider screens.
Result: A complete player journey
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
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
Create keyboard-and-mouse browser play 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: Desktop browser purchases remain Koin flows inside the supported experience.
Keep the item optional. Show its clearly stated Koin cost, available Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.
Write how to define item identity, value, Koin price, preview, and ownership before checkout. The result is shown as a playable Koin flow.
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. Desktop browser purchases remain Koin flows inside the supported experience.
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