Pause at a planning boundary
Use a campaign map, deployment screen, or completed turn where the player can compare options without a timer. Do not interrupt a tactical command or hide information needed for the current decision.
Explain rule impact
State whether the item changes appearance, unlocks a scenario, adds a reusable option, or grants a limited resource. Show affected units and constraints instead of using a vague strategic advantage label.
Replay the same decision
Test the purchase, cancelling the action, and low-balance routes from one saved planning state. Unit positions, resources, objectives, and queued actions should remain identical except for the item the player confirmed.
Replay one strategic position through every state
This tactical planning game uses a strategy browser prototype centered on planning depth, unit identity, and legible tactical tradeoffs. Review the genre through pause at a planning boundary and explain rule impact. For a no-code creator, the consumable boost should support that loop without becoming mandatory. Review the item through state the exact limit and consume only on activation. A no-code creator should describe observable screens and change only one generation instruction per iteration. 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. Save a planning screen with known units, resources, objectives, queued actions, and map information. Inspect the item away from an active timer, cancel it, and confirm that the plan remains identical. Attempt it with insufficient Koin without advancing the turn or changing deployment. Complete a valid choice and place the resulting scenario, cosmetic, resource quantity, or reusable option exactly where described. Play one turn, undo or reload where the game allows, and return to the same planning layer. Compare the saved position and ownership record so that the confirmed benefit is the only difference. This test exposes hidden grants, altered tactical information, and paid relief from artificial constraints.
Describe screens, not infrastructure
Ask for the item preview, price, balance, buttons, pending state, delivered state, and return path in ordinary language. Avoid broad requests for a monetization backend that do not tell the generator what players should see.
Change one instruction per version
If delivery is unclear, revise only the delivery sentence. If cancellation loses progress, revise the return-state sentence. Small prompt changes make it easier to understand which instruction improved or damaged the result.
Generate failure paths deliberately
A first result may demonstrate only success. Add separate directions for insufficient Koin, cancel, repeated input, interruption, and reopening, then operate each path rather than assuming a labeled button works.
Save a copy before refining
Keep the last playable version beside the new generation. Compare the same player actions in both builds, preserve the stronger behavior, and avoid replacing a working core game merely to alter purchase wording.
Debug the result through observable behavior
When a generated build misses the intent, describe the exact action and outcome instead of asking for a better purchase system. For example, say that choosing cancel must close the panel and resume at the same checkpoint, or that success must add one named item to a visible inventory slot. Keep the previous generation open, change one instruction, and compare identical routes. If a control is only decorative, state which state change it needs to produce. Continue until preview, decline, insufficient Koin, pending, delivery, and reopening can all be operated. Anything requiring identity, native billing, security, or refunds belongs in a separate production plan.
Account for every unit from purchase through use
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.
State the exact limit
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.
Consume only on activation
Buying and using are separate actions. Add the item to inventory after the player buys it, then reduce its quantity only when the player deliberately activates it.
Avoid failure pressure
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.