Indie studio plan
Give design, UI, and QA one shared item definition. Everyone should use the same benefit, duration, Koin price, and ownership rule.
Indie Studio guide · Tower Defense · Direct Koin item
Build the tower defense 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
Give design, UI, and QA one shared item definition. Everyone should use the same benefit, duration, Koin price, and ownership rule.
A tower defense browser prototype centered on wave planning, tower roles, and upgrade timing.
A convenience upgrade preview with a concrete description and direct Koin price.
Place the convenience upgrade after this loop advances: a tower defense browser prototype centered on wave planning, tower roles, and upgrade timing. Wait for a safe pause. Player progress must not depend on the offer.
Offer-card rules: Keep tower roles readable; Show the before-and-after limit. Show the item, benefit, ownership or duration, balance, and specific Koin amount. Keep confirm and cancel separate.
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.
Test a free session around a tower defense browser prototype centered on wave planning, tower roles, and upgrade timing. If play becomes incomplete, fix the game before changing the offer.
Show an offer before a wave or after rewards are counted, never while enemies are moving and towers require attention. The player should be able to inspect the lane and dismiss the choice calmly.
Preview range, target rules, duration, or visual-only status with the same symbols used in play. Avoid selling an unclear boost that makes wave balance impossible to understand without purchasing it.
Compare the free path and owned state against the same wave. Cancelling the action and reload must preserve placed towers and earned currency, while the delivered item appears only in its promised build or inventory slot.
This tower defense game uses a tower defense browser prototype centered on wave planning, tower roles, and upgrade timing. Review the genre through use the build phase and keep tower roles readable. For a indie studio, 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. An indie studio can divide timing, interface, implementation, and failure testing among named owners. 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. Prepare a map with a fixed tower layout, earned currency, incoming wave, lives, and upgrade choices. Open the item only during the build phase, cancel, and verify that placement and targeting rules remain intact. Try insufficient Koin without starting the wave or consuming game resources. Complete the valid choice, place or equip the delivered result, and run the same wave used by the free version. Compare range symbols, target priorities, visual clarity, and outcome without hiding balance changes. Then restart or reopen at the next build phase and check that towers, rewards, ownership, and Koin reconcile once. The game should not require the item to repair a wave made unfair on purpose.
Design owns the offer timing and free path, UI owns readable states, engineering owns state transitions, and QA owns failure coverage. Agree on the same item definition before anyone creates implementation tickets.
Use the prototype in a short team session and walk through decline, insufficient Koin, pending, success, delivery, and reopening. Resolve player-facing disagreement in the build instead of leaving it inside separate documents.
After the journey is approved, split identity, durable ownership, native billing, security, refunds, policy, localization, accessibility, and analytics into explicit work. The prototype should not be treated as proof that those systems exist.
Have a tester interrupt confirmation, repeat an input, change screens during delivery, and reload at several points. Compare the result with the agreed item promise and reject duplicate grants or unexplained Koin changes.
Schedule a short session with design, UI, engineering, and QA using the same playable link and item definition. Assign one person to operate while the others record disagreements about timing, wording, delivery, fairness, and recovery. End with an explicit decision for each disputed state and name the owner of every native implementation task. Update the prototype or source brief before tickets spread outdated assumptions. QA should then write independent scenarios from the agreed player promise, including interruption and duplicate input. This creates a shared reference without mistaking the browser build for a backend, billing integration, revenue forecast, or release approval.
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.
Display the current capacity or workflow and the exact improvement, such as additional inventory slots or another saved preset.
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.
Test the game without the upgrade. If normal play feels deliberately slow, cramped, or repetitive only to sell relief, improve the free experience first.
Make the main activity playable before adding the convenience upgrade. Players need context to judge whether the item is useful.
Result: A working tower defense foundation
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
Show the exact Koin amount, current Koin balance, confirm, cancel, and what ownership means. Design chooses the offer moment, UI makes every state distinct, and QA tests transitions and recovery. Use the playable prototype during the team review.
Result: An understandable decision
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
Write test cases for not enough Koin, a player cancellation, delayed delivery, repeated input, and reload. Create production tickets only after the player journey is agreed.
Result: Indie studio plan
Create a browser-playable tower defense game prototype for a small indie studio. Build the core loop around wave planning, tower roles, and upgrade timing. 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.
Keep the item optional. Show its full price in Koin, Koin balance now, confirm, cancel, low-balance, success, visible delivery, and reload states.
A convenience upgrade 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