Student team plan
Use Koin as a simulated game value for a classroom project. The exercise demonstrates player choice and interface states, not real payment processing.
Student Team guide · Logic Challenge · Direct Koin item
Build the logic challenge game first, then add one optional convenience upgrade that supports the existing play loop. This guide keeps the item understandable from its first preview through delivery and reload.
Create this game flow
Use Koin as a simulated game value for a classroom project. The exercise demonstrates player choice and interface states, not real payment processing.
A puzzle browser prototype centered on readable rules, hint pacing, and satisfying solution feedback.
A convenience upgrade preview with a concrete description and direct Koin price.
Place the convenience upgrade after this loop advances: a puzzle browser prototype centered on readable rules, hint pacing, and satisfying solution feedback. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Describe hint depth precisely; Show the before-and-after limit. Show the item, benefit, ownership or duration, balance, and clearly stated Koin cost. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, apply the durable convenience entitlement and show the changed limit, and reload. Show that change inside normal play instead of relying only on a success message.
Test a free session around a puzzle browser prototype centered on readable rules, hint pacing, and satisfying solution feedback. If play becomes incomplete, fix the game before changing the offer.
Introduce the item only after the player has solved enough examples to understand the puzzle language. A hint offer shown before the first genuine attempt turns learning into a purchase decision.
Say whether the item reveals a small clue, highlights a legal move, or shows the full solution. Keep the board visible so players can judge the help without losing their current reasoning.
Cancel, a Koin shortage, and interruption must return to the exact arrangement, move count, and timer state. A delivered hint should affect only the promised puzzle and should not silently solve later levels.
This logic challenge game uses a puzzle browser prototype centered on readable rules, hint pacing, and satisfying solution feedback. Review the genre through wait until the rule is learned and describe hint depth precisely. For a student team, the convenience upgrade should support that loop without becoming mandatory. Review the item through show the before-and-after limit and treat the upgrade as durable. A student team can split the demonstration between the game loop, interface explanation, and classroom playtesting. The example offer is: A convenience upgrade preview with a concrete description and direct Koin price. This offer emphasizes less friction while preserving the playable free path before expanding the catalog. Choose a board whose rule has already been taught and save its exact arrangement, move count, timer, and available undo actions. Let the player make a genuine attempt before opening the item. Cancel and continue from the same reasoning state, then trigger insufficient Koin without resetting pieces or revealing information. For a valid purchase, apply only the promised clue, highlight, quantity, or theme; do not advance a later puzzle or erase the solution process. Solve or abandon the board, reopen the game, and inspect hint inventory and progress. The final result should preserve mastery, make the help level obvious, and avoid turning every difficult moment into another prompt.
Use Koin as simulated game value and explain that the project demonstrates interface states and player choice. Do not collect card details, account credentials, personal information, or money for a classroom prototype.
One teammate can build the game loop, another can own interface wording, and another can run the playtest. Everyone should be able to explain why the item is optional and where it appears after confirmation.
List native billing, identity, durable storage, security, refunds, age rules, accessibility, and platform review as future production concerns. This shows technical understanding without pretending the browser project solves them.
During the demo, cancel once, attempt the item without enough Koin, complete a valid choice, and reopen the game. Explain which results are simulated and what would require real engineering in a released product.
Prepare a short presentation that begins with the playable core activity, then shows a voluntary item preview, decline, insufficient Koin, valid confirmation, delivery, and reopening. Each teammate should explain one design reason and one technical boundary rather than reading the interface aloud. Include a diagram or note showing which values are simulated and which production systems are absent. Ask classmates to identify any pressure language, inaccessible control, unclear ownership rule, or privacy concern. Finish by describing how identity, durable storage, security, refunds, native policy, and testing would change a real implementation, without collecting personal or payment information during the exercise.
Display the current capacity, preset count, queue size, travel option, or workflow limit beside the precise improvement and show whether ownership is permanent. Play a representative session without it and record whether storage, repetition, waiting, or navigation already feels intentionally designed. If the free experience is cramped or slow only to sell relief, repair that baseline first. Complete the choice, apply the new limit in its normal screen, fill or use the added capacity, and reopen the game. The higher limit should remain visible and should never appear buyable again for the same account state. Check that cancelling the action preserves existing configuration, insufficient Koin changes nothing, and the upgrade helps without turning ordinary progression into a penalty.
Display the current capacity or workflow and the exact improvement, such as additional inventory slots or another saved preset.
Following the purchase, apply the new limit visibly and preserve it after reload. Do not make the player buy the same permanent improvement again.
Test the game without the upgrade. If normal play feels deliberately slow, cramped, or repetitive only to sell relief, improve the free experience first.
Make the main activity playable before adding the convenience upgrade. Players need context to judge whether the item is useful.
Result: A working logic challenge foundation
A convenience upgrade 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, Koin balance now, confirm, cancel, and what ownership means. Divide the work between the game loop, interface copy, and playtesting. Explain why the item is optional and how the game stays complete without it.
Result: An understandable decision
Test preview, confirm, insufficient balance, success, apply the durable convenience entitlement and show the changed limit, and reload. Then test too little Koin, a player cancellation, repeated input, interruption, and reload.
Result: A visible, stable result
Demonstrate confirm, cancel, not enough Koin, success, delivery, and reload. Do not collect payment details, account data, or personal information.
Result: Student team plan
Create a browser-playable puzzle game prototype for a student game team. Build the core loop around readable rules, hint pacing, and satisfying solution feedback. Add one optional convenience upgrade offer containing an inventory expansion with before-and-after capacity, Koin price, and persistent owned state. Price it directly in Koin, require an explicit confirmation, show the balance effect, and apply the durable convenience entitlement and show the changed limit. 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 convenience upgrade 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