Use it as a design reference
For a game designer, this purchase recovery prototype should make every player action and result the player can inspect easy to evaluate. Write how to handle reloads, interrupted delivery, duplicate clicks, and insufficient Koin without double granting. 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.
Keep pending understandable
If delivery is interrupted, explain whether the result is pending, safe to retry, or already complete. Do not show both failure and success. 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.
Make retry idempotent
Repeated clicks and reloads should resolve to one purchase result. The player must never receive duplicate items or lose Koin twice. 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.
Return to a safe game state
Cancellation, too little Koin, and recoverable errors should preserve progress and offer a clear return or retry action. 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.