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Student Team guide · Pet Care · Direct Koin item

How a Student Team Can Add a Koin Convenience Upgrade to a Pet Care Game

Build the pet care 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
How a Student Team Can Add a Koin Convenience Upgrade to a Pet Care Game visual reference
Visual reference only. Your generated game follows the prompt you choose.

Plan the convenience upgrade around the game

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.

Why it fits pet care

A pet care browser prototype centered on companion bonding, habitat care, and gentle customization.

What the item offers

A convenience upgrade preview with a concrete description and direct Koin price.

A practical pet care example

Offer moment

Place the convenience upgrade after this loop advances: a pet care browser prototype centered on companion bonding, habitat care, and gentle customization. Wait for a safe pause. Player progress must not depend on the offer.

Offer card

Offer-card rules: Show the companion using it; Show the before-and-after limit. Show the item, benefit, ownership or duration, balance, and full price in Koin. Keep confirm and cancel separate.

Successful result

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.

Free path

Test a free session around a pet care browser prototype centered on companion bonding, habitat care, and gentle customization. If play becomes incomplete, fix the game before changing the offer.

Design the convenience upgrade in detail

Choose a settled care moment

Use the habitat, accessory shelf, or activity summary after feeding and health needs are handled. Do not attach the offer to distress, illness, neglect, or language that blames the player.

Show the companion using it

Preview an accessory, habitat decoration, activity, or fixed supply with the correct pet. Explain size, duration, quantity, and whether the item changes care outcomes or only appearance.

Protect bond and care history

Cancel, reload, and revisit the habitat without changing mood, health, routine, or earned relationship progress. Successful delivery should appear in the expected cupboard, wardrobe, or activity menu.

Protect care history while testing the choice

This pet care game uses a pet care browser prototype centered on companion bonding, habitat care, and gentle customization. Review the genre through choose a settled care moment and show the companion using it. 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. Begin after feeding and health needs are satisfied, with recorded mood, routine, habitat, supplies, bond level, and activity progress. Open the optional shelf without connecting the item to distress or blame. Cancel and continue care normally, then try insufficient Koin with a gentle return. Complete a valid accessory, habitat decoration, activity, or fixed supply and show the correct companion using it. Perform another care action and reopen the habitat later. Verify stable health and relationship progress, one delivered quantity or ownership state, privacy-safe shared-screen wording, and no suggestion that affection or basic welfare depends on spending Koin.

Frame it as a design exercise

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.

Divide the demonstration clearly

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.

Document what the prototype omits

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.

Present both success and failure

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.

Explain the system during a live demonstration

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.

Prove the improvement without manufacturing discomfort

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 a player cancellation preserves existing configuration, insufficient Koin changes nothing, and the upgrade helps without turning ordinary progression into a penalty.

Show the before-and-after limit

Display the current capacity or workflow and the exact improvement, such as additional inventory slots or another saved preset.

Treat the upgrade as durable

Once the item is bought, apply the new limit visibly and preserve it after reload. Do not make the player buy the same permanent improvement again.

Remove artificial friction

Test the game without the upgrade. If normal play feels deliberately slow, cramped, or repetitive only to sell relief, improve the free experience first.

Build it in five steps

  1. 1. Finish the pet care loop

    Make the main activity playable before adding the convenience upgrade. Players need context to judge whether the item is useful.

    Result: A working pet care foundation

  2. 2. Write one item definition

    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

  3. 3. Generate the purchase choice

    Show the exact Koin amount, balance before spending, 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

  4. 4. Deliver and recover

    Test preview, confirm, insufficient balance, success, apply the durable convenience entitlement and show the changed limit, and reload. Then test an insufficient balance, cancelling the action, repeated input, interruption, and reload.

    Result: A visible, stable result

  5. 5. Test as a student team

    Demonstrate confirm, cancel, an insufficient balance, success, delivery, and reload. Do not collect payment details, account data, or personal information.

    Result: Student team plan

Generate it in SEELE

Prompt 1

Create a browser-playable pet care game prototype for a student game team. Build the core loop around companion bonding, habitat care, and gentle customization. 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.

Prompt 2

Keep the item optional. Show its full price in Koin, Koin balance now, confirm, cancel, low-balance, success, visible delivery, and reload states.

Student Team playtest checklist

Before you publish

Frequently asked questions

What should this pet care offer contain?

A convenience upgrade preview with a concrete description and direct Koin price. Start with one item and one price.

Is this a subscription?

No. The player spends Koin directly on one named item or unlock.

What happens if the player cancels?

Return to the same game state without spending Koin or delivering the item.

What if the Koin balance is too low?

Explain the shortage, preserve progress, and do not deliver the item.

Does this include payment or revenue reports?

No. It covers the player-facing purchase experience, not financial reporting.

Is the prototype ready for a native store?

No. The browser prototype still needs native billing, persistence, security, refunds, and platform approval.

Build this pet care purchase flow

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