Solo creator plan
Keep the first version to one offer. A small scope makes it possible to finish the game loop, purchase choice, delivery, and recovery without maintaining a large shop.
Solo Creator guide · Roguelike · Direct Koin item
Build the roguelike game first, then add one optional content unlock that supports the existing play loop. This guide keeps the item understandable from its first preview through delivery and reload.
Create this game flow
Keep the first version to one offer. A small scope makes it possible to finish the game loop, purchase choice, delivery, and recovery without maintaining a large shop.
A roguelike browser prototype centered on repeat runs, build variety, and loss-resistant value.
A content unlock preview with a concrete description and direct Koin price.
Place the content unlock after this loop advances: a roguelike browser prototype centered on repeat runs, build variety, and loss-resistant value. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Explain what survives; Describe the included content. Show the item, benefit, ownership or duration, balance, and full price in Koin. Keep confirm and cancel separate.
Test preview, confirm, insufficient balance, success, mark the purchased content as owned and open its entry point, and reload. Show that change inside normal play instead of relying only on a success message.
Test a free session around a roguelike browser prototype centered on repeat runs, build variety, and loss-resistant value. If play becomes incomplete, fix the game before changing the offer.
Use the hub, results screen, or loadout selection after a run has ended. A purchase prompt should not interrupt a room, obscure an attack, or exploit the few seconds immediately before a loss.
State whether the item lasts one run, becomes a permanent unlock, or enters a future reward pool. Players should know what remains after defeat before they spend Koin.
Buy the item, start a run, lose, and return to the hub. Then repeat through a cancelled choice and a Koin shortage. Only the promised ownership or quantity should carry across attempts.
This roguelike game uses a roguelike browser prototype centered on repeat runs, build variety, and loss-resistant value. Review the genre through offer between runs and explain what survives. For a solo creator, the content unlock should support that loop without becoming mandatory. Review the item through describe the included content and open a visible entry point. A solo creator should revise one prompt instruction at a time and compare both playable versions. The example offer is: A content unlock preview with a concrete description and direct Koin price. This offer emphasizes a durable, understandable extension to the core experience before expanding the catalog. Begin in the hub with a recorded unlock pool, loadout, currency, run count, and difficulty. Open the choice between attempts, cancel, and start a run with the same seed rules and equipment. Try insufficient Koin without consuming the next attempt. Complete a valid choice only after stating whether it lasts one run, remains permanent, or enters a future reward pool. Use it, deliberately lose, and return to the hub. Start another run and reopen the game to compare persistence. Confirm one deduction, the promised surviving state, unchanged earned progression, and no offer timed to exploit the instant before or after defeat.
Treat the purchase flow as one small feature inside the game, not a separate storefront project. Finish one offer, one confirmation, one delivery path, and the recovery states before considering another item or catalog category.
Write the benefit, Koin amount, duration, ownership rule, and delivery location once. Copy that definition into the offer, confirmation, inventory, and test notes so solo edits do not create contradictory promises.
Generate the game, complete the core activity, decline the offer, trigger insufficient Koin, buy successfully, and reopen the game. Record the first confusing moment instead of changing several screens at once.
Give the link to someone who has not seen the prompt. Ask them to find the price, explain the item, cancel, complete the choice, and locate what was delivered without hints from you.
Choose the single player action that is still confusing and save the current build before editing. Rewrite only the relevant prompt sentence, generate again, and replay the same success and recovery routes in both versions. Keep a short note containing what changed, which version behaved more clearly, and what remains outside your implementation ability. Prefer a finished item with honest boundaries over a broad shop containing unfinished states. When asking someone else to test, give them the link and one goal but no walkthrough; their first hesitation is more useful than another hour spent polishing copy you already understand.
Name the exact level, chapter, quest, character, route, or mode, describe its approximate scope, and identify the visible entry point that will open after confirmation. Complete the advertised core path without it and verify that essential clues, main-story resolution, required accessibility options, and ordinary progression remain intact. Buy the unlock, start it from the map or menu, leave midway, and find it again after reopening. Confirm that ownership replaces the locked treatment and does not require another Koin deduction. Review age context, rights, moderation, localization, save compatibility, and whether the public description overstates length or replay value. Bonus content may extend a complete game; it should not reveal that the promised game was unexpectedly incomplete.
Name the level, chapter, quest, character, or mode and explain its approximate scope. Players should understand what opens before they confirm.
Following a successful result, replace the locked state with an owned state and a clear way to start the content. Preserve that entry point after reload.
A bonus path can extend the experience, but the core ending and advertised main game should not disappear behind an unexpected purchase.
Make the main activity playable before adding the content unlock. Players need context to judge whether the item is useful.
Result: A working roguelike foundation
A content unlock 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, available Koin balance, confirm, cancel, and what ownership means. Reuse the same item definition across the preview, confirmation, and owned state. That keeps the copy and behavior consistent while you work alone.
Result: An understandable decision
Test preview, confirm, insufficient balance, success, mark the purchased content as owned and open its entry point, and reload. Then test not enough Koin, cancellation, repeated input, interruption, and reload.
Result: A visible, stable result
Run the success path first, followed by cancel, too little Koin, repeated clicks, and reload. Ask one other person to try it without an explanation.
Result: Solo creator plan
Create a browser-playable roguelike game prototype for a solo creator. Build the core loop around repeat runs, build variety, and loss-resistant value. Add one optional content unlock offer containing a bonus chapter card with scope, Koin price, ownership state, and launch action. Price it directly in Koin, require an explicit confirmation, show the balance effect, and mark the purchased content as owned and open its entry point. 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 precise Koin price, balance before spending, confirm, cancel, low-balance, success, visible delivery, and reload states.
A content unlock 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