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 · Story Exploration · Direct Koin item
Build the story exploration game first, then add one optional consumable boost 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.
An adventure browser prototype centered on exploration, story gates, and collectible discoveries.
A consumable boost preview with a concrete description and direct Koin price.
Place the consumable boost after this loop advances: an adventure browser prototype centered on exploration, story gates, and collectible discoveries. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Protect story continuity; State the exact 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, decrement quantity only when the player deliberately activates it, and reload. Show that change inside normal play instead of relying only on a success message.
Test a free session around an adventure browser prototype centered on exploration, story gates, and collectible discoveries. If play becomes incomplete, fix the game before changing the offer.
Use a safe hub, journal, map, or chapter break after the player has explored enough to understand the item. Avoid placing a purchase prompt over dialogue, a reveal, or a route choice.
A bonus chapter or companion can extend the journey, but clues and main-story resolution advertised by the game must remain available. Explain exactly where the new content begins and how the player returns.
Purchase, cancel, reload, and revisit the entry point after another scene. Collected objects, dialogue choices, and open routes should remain unchanged unless the confirmed item explicitly affects them.
This story exploration game uses an adventure browser prototype centered on exploration, story gates, and collectible discoveries. Review the genre through offer beside a discovered place and protect story continuity. For a student team, the consumable boost should support that loop without becoming mandatory. Review the item through state the exact limit and consume only on activation. A student team can split the demonstration between the game loop, interface explanation, and classroom playtesting. The example offer is: A consumable boost preview with a concrete description and direct Koin price. This offer emphasizes a clearly bounded short-term benefit before expanding the catalog. Start before a conversation, discover a location, collect one clue, and reach a quiet journal or map screen before presenting the choice. Note dialogue decisions, discovered routes, chapter objective, and collectible count. Cancel and revisit the same characters to confirm that no branch or clue disappeared. Try insufficient Koin without closing the journal or moving the player. After a successful content or item choice, use the visible entry point from the map, quest log, companion screen, or collection. Finish another scene, reopen the game, and verify that the main-story route remains complete, the bonus scope matches its description, and the player never has to guess whether purchased content replaced an earned discovery.
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.
Write the quantity, effect, duration, activation rule, stack limit, expiration behavior, and moment of consumption before presenting a Koin amount. A successful purchase should add inventory first; it must not activate merely because the player confirmed. Use one unit, interrupt the effect, finish a session, and reopen the game while recording remaining quantity and time. Repeat input during buying and activation to catch double subtraction. Compare ordinary progress, retry access, and failure recovery without the boost, then remove any design that makes the free route intentionally unreasonable. The player should always know how many uses remain, when an effect ends, and whether unused quantity survives another session.
Show quantity, duration, activation rule, and the point when the consumable is removed. Players should know whether they are buying one use, several uses, or a timed effect.
Buying and using are separate actions. Add the item to inventory following the purchase, then reduce its quantity only when the player deliberately activates it.
Do not present the boost immediately after every loss or make ordinary progress unreasonable without it. The free retry and recovery path should remain understandable.
Make the main activity playable before adding the consumable boost. Players need context to judge whether the item is useful.
Result: A working story exploration foundation
A consumable boost 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, decrement quantity only when the player deliberately activates it, and reload. Then test an insufficient balance, cancelling the action, 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 adventure game prototype for a student game team. Build the core loop around exploration, story gates, and collectible discoveries. Add one optional consumable boost offer containing a single-use boost with duration, quantity, Koin price, and activation feedback. Price it directly in Koin, require an explicit confirmation, show the balance effect, and decrement quantity only when the player deliberately activates it. 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 consumable boost 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