Use it as a design reference
For a game designer, this catalog design prototype should make every player action and result the player can inspect easy to evaluate. Write how to define item identity, value, Koin price, preview, and ownership before checkout. Choose the offer moment, explain the game benefit, and protect the complete free path. Compare the experience before and after ownership. Validate item value, wording, state order, and player recovery in the browser before translating behavior into Unity scenes, prefabs, services, and platform-specific implementation tasks.
Write the Unity handoff separately
Identify UI states, game-state ownership, durable entitlements, native billing adapters, security, refunds, and test environments. The playable page does not configure Unity IAP or produce a store build.
Compare the later implementation
When a Unity version exists, replay the same cancel, insufficient Koin, interruption, success, delivery, and reopen scenarios. Match player outcomes rather than copying browser code or assuming parity.
Judge the offer in the core loop
Run the game without opening the purchase choice, then run it with the item. Compare pacing, motivation, difficulty, and recovery so the offer supports play instead of repairing frustration that was added deliberately.
Make the player promise concrete
Describe what changes on screen, how long it lasts, where it appears, and what remains available without it. Replace value labels such as better or premium with rules a player can observe.
Review the moment of choice
Check what the player was doing immediately before the offer and where cancel returns them. The item should arrive after enough context to understand it, but never during a time-critical or emotionally pressured action.
Compare items consistently
Use the same fields for every offer: preview, benefit, ownership or duration, precise Koin price, and owned state. Consistent cards make differences easier to understand. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.
Keep the first catalog small
Start with one to three clearly different items. A large grid makes it harder to find unclear value, duplicated promises, and missing delivery states. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.
Design owned and unavailable states
A catalog also needs sold, owned, equipped, and unavailable presentations. Do not leave a purchased item looking buyable after reload. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.