
Hi everyone!
I am solo dev, and I’ve just released a very early web prototype for our new project, Ural: Strike Sector. It’s a Tycoon Auto-Battler themed around the military-industrial complex, built entirely using the Defold engine.
The current build (v0.1) features placeholder art, music, and initial balance mechanics. I am looking to test the core loop, pacing, and mechanics before moving deeper into development.
🔗 Play the Prototype Here 👉 Link: https://combat-dices-team.itch.io/ural-strike-sector (Platform: Web browser / PC recommended)
⚙️ Core Gameplay & Loop
The game features two main areas: The Base and The Battle.
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The Base (Real-Time Production): Buildings automatically convert resources. Recruits become soldiers, and soldiers are deployed to mine ore.
- Resource flow: Recruits ➡️ Soldiers ➡️ Ore.
- Buildings: Recruitment Center, Training Camp, Supply Point, Workshop, and Laboratory.
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The Battle (Auto-Combat & Extraction): You deploy your units on the left, facing waves of enemies spawning from the right.
- Combat logic: Damage dealers (DD) focus on eliminating monsters specifically to protect your Extractor units.
- Support units: Medics heal biological units, Mechanics repair Mechs, but Medics cannot heal Mechs.
- Resource generation: Extractors carry no weapons and generate ore every second directly on the battlefield.
📈 Progression & Difficulty Scaling
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The Threat: As you clear specific zones, you must choose a Gift of the Hostess of the Copper Mountain. These gifts permanently buff the monsters.
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The Countermeasure: To survive, you must mine higher-tier ores to craft advanced equipment, unlock tech in the Laboratory, and level up your heroes (in development).
📸 Gameplay Preview
Base Management & Dialogue:

Combat Mechanics:


💬 5 Questions for Playtesters
Target goal is to reach Stage 6. Feedback via comments or a linked Google Form:
Progression: How far did you get, and what stopped you if not Stage 6?
Bugs: Did you encounter crashes, freezes, or UI issues?
Clarity: Were rules and controls intuitive?
Balance: How was the difficulty scaling?
Enjoyment: What was the best/worst part of the loop?
Thanks for your time!



























