Support keyboard and pointer
For a game product manager, 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. Define the player need, item scope, ownership rule, Koin price, and free path. Check age context, accessibility, rights, and platform expectations. 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.
Plan for wide layouts
Keep the item, Koin amount, balance effect, and actions together on common desktop widths. Avoid pushing cancellation off screen simply because the game canvas occupies a large area.
Test window changes
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.
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, full price in Koin, 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.
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 desktop web games. Desktop browser purchases remain Koin flows inside the supported experience.
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 desktop web games. Desktop browser purchases remain Koin flows inside the supported experience.