Between raids, players manage a monster village. This involves monitoring food upkeep and agricultural production at food farms.
Combat utilizes a physics-based "pull and release" jump system similar to artillery games. Players launch different monster types to destroy structures and capture peasants.
A "pre-jump line" was added that sticks to the monster, showing the exact flight path to prevent player confusion. Project monster lord [v2.1.0]
Haystacks became destructible by specific units (monsters and female peasants), requiring more strategic targeting during raids.
The update (and its surrounding 2.0.x builds) focused on refining the user interface and physics clarity: Between raids, players manage a monster village
Development is most active on Arahi's Newgrounds and itch.io pages, where the creator posts regular devlogs and technical builds. Future Progression
The developer intends to move village statistics to a dedicated in future builds to reduce clutter. Ongoing work also targets better animation sets and expanded party selection, moving the game closer to a full-scale tactical SLG. If you'd like to dive deeper, I can look for: Specific unit stats for the different monster types A guide on optimizing food production in the village Detailed Chapter 1 walkthroughs for the story mode Project: Monster Lord new build 2.0.5. - Arahi Players launch different monster types to destroy structures
is a tactical RPG and management game developed by Arahi (on platforms like Newgrounds and itch.io) that blends "Angry Birds" style raiding mechanics with village management and NSFW content. Core Gameplay Mechanics