Audience need
The experience must avoid donation claims and clearly separate virtual item value from charitable giving.
Nonprofit and Cause-Game Teams · Player-first Koin purchase UX
Design one optional Koin item around the real needs of nonprofit and cause-game teams. This guide applies optional-only purchase design to the offer, confirmation, a cancelled choice, recovery, and delivered result.
Create this game flow
The experience must avoid donation claims and clearly separate virtual item value from charitable giving.
Preserve a complete playable path and avoid selling relief from deliberately created frustration.
Use one item and one Koin price so players can evaluate the complete choice without navigating a large shop.
Choose a calm point where nonprofit and cause-game teams understand the game context and can decline without interrupting active play.
Show the item, benefit, duration or quantity, full price in Koin, Koin balance now, confirm, and cancel in plain language.
After a cancelled choice or an insufficient balance, preserve progress and return nonprofit and cause-game teams to an understandable game state.
Following a successful result, show ownership, equipped state, unlocked content, or remaining quantity where the item will be used.
Describe only the Koin item the player receives and never imply that buying it creates a donation, tax benefit, fundraising total, or verified social impact. Any real cause relationship needs separate evidence, legal review, reporting, and transparent ownership.
Play the advertised core route from the first meaningful action through recovery and its promised conclusion without opening the offer. Record any place where storage, pacing, difficulty, retry access, story information, or social participation feels intentionally weakened. Decline the item at several natural moments and confirm that progress continues from the same point without repeated pressure. Then buy it and compare the owned experience against the free route: the item may add expression, bounded content, or reasonable convenience, but it must not reveal that frustration was manufactured to sell relief. Remove guilt, countdowns, loss threats, and language that treats a voluntary choice as required.
Play the complete promised game without opening the offer. Progress, recovery, and the core ending should still feel intentional. For nonprofit and cause-game teams, the experience must avoid donation claims and clearly separate virtual item value from charitable giving.
Give players a visible dismiss action and return them to the exact game state they left without repeated pressure. For nonprofit and cause-game teams, the experience must avoid donation claims and clearly separate virtual item value from charitable giving.
Avoid slowing ordinary progress or creating unnecessary limits simply to make the non-required item feel required. For nonprofit and cause-game teams, the experience must avoid donation claims and clearly separate virtual item value from charitable giving.
Write this into the prompt before the item description: Avoid donation claims and clearly separate virtual item value from charitable giving.
Result: A clear design constraint
Preserve a complete playable path and avoid selling relief from deliberately created frustration. Carry the same principle through confirmation and delivery.
Result: A consistent player experience
Name the benefit, duration or quantity, ownership rule, clearly stated Koin cost, and delivered result.
Result: An understandable offer
Try confirmation, cancellation, not enough Koin, repeated input, interruption, delivery, and reload without coaching.
Result: Audience-specific feedback
Change one prompt instruction, regenerate, and compare whether players understand the choice more quickly.
Result: A focused second version
Create a browser-playable game purchase-flow prototype for nonprofit and cause-game teams. Optimize for optional-only purchase design: preserve a complete playable path and avoid selling relief from deliberately created frustration. Apply this audience requirement: avoid donation claims and clearly separate virtual item value from charitable giving. Use one non-required item priced directly in Koin with preview, explicit confirm and cancel, insufficient-balance feedback, success, and visible delivery. Do not include subscriptions, revenue reporting, payment-provider UI, or guaranteed outcomes.
Keep the item optional. Show its full price in Koin, Koin balance now, confirm, cancel, low-balance, success, visible delivery, and reload states.
It makes the choice easier to understand while respecting this audience's needs.
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. Identity, persistence, security, refunds, native APIs, policy, and accessibility still need production work.
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