Keep the brief portable
For a technical producer, this purchase confirmation prototype should make every player action and result the player can inspect easy to evaluate. Write how to show the exact item, Koin amount, balance impact, and explicit confirm/cancel actions. Map preview, confirmation, a player cancellation, not enough Koin, pending, success, delivery, owned, and reload. Give every failure a safe next action. 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.
Name every state and owner
Separate preview, confirmation, pending, success, delivery, owned, insufficient Koin, cancel, interrupted, and reopened states. Assign later production work for identity, persistence, native billing, security, refunds, policy, and monitoring.
Define idempotent recovery
Repeated confirmation, a slow response, navigation during delivery, and reopening must resolve to one result. Record which state is authoritative and how the player can safely retry without another grant or Koin deduction.
Turn the prototype into tickets
Capture the visible behavior first, then create implementation tasks with expected examples for each transition and platform boundary. Do not translate a working browser interaction into an unsupported claim that backend commerce is complete.
Repeat the complete choice
The confirmation should repeat the selected item, exact Koin amount, visible Koin balance, remaining balance, and ownership rule without introducing a different offer. Test that behavior using Godot prototype teams. A browser prototype does not install Godot billing plugins or export store-ready binaries.
Separate confirm from cancel
Use distinct actions with clear labels and enough spacing for the target input method. Returning to the game should never spend Koin. Test that behavior using Godot prototype teams. A browser prototype does not install Godot billing plugins or export store-ready binaries.
Prevent repeated confirmation
After confirmation, show a pending state and disable repeated input until the result is known. A slow response should not create duplicate grants. Test that behavior using Godot prototype teams. A browser prototype does not install Godot billing plugins or export store-ready binaries.