Keep the brief portable
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. Describe screens, signals, states, and outcomes without tying the concept to a billing plugin. This lets a Godot team choose architecture after the player journey has been tested.
Plan export work independently
Browser behavior does not install store plugins, create native entitlements, or export approved binaries. Assign persistence, identity, platform APIs, security, refunds, and export testing separately.
Replay states in the Godot build
Once implemented, compare the same item definition and recovery paths against the prototype. Check scene changes, saved ownership, repeated input, and return from suspension without double delivery.
Judge the offer in the core loop
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.
Make the player promise concrete
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.
Review the moment of choice
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.
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 Godot prototype teams. A browser prototype does not install Godot billing plugins or export store-ready binaries.
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 Godot prototype teams. A browser prototype does not install Godot billing plugins or export store-ready binaries.
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 Godot prototype teams. A browser prototype does not install Godot billing plugins or export store-ready binaries.