1. Muffles' Life Sentence
  2. News

Muffles' Life Sentence News

Bossy’s 1st livestream tomorrow and the birth of Dee

Hello to all the gamers,

The rumors are true. The conspiracy is real. Hold onto your hats and buckle up because Bossy, the developer of Muffles’ Life Sentence, is going to be having their very first livestream on Thursday 1/2/25 over on the BossyPino Discord!

While this first livestream will be for Patreon patrons only, the plan is to expand into doing these regularly- 2x a month on the days following these Devlog releases (so on the 2nd and 16th). Like anything else, these details might change, but chances are if you’re hoping to hear about the making of MLS firsthand, you want insight into art/gameplay/music creation, or you just want to hear what Bossy’s voice sounds like, then you will find an opportunity soon!

The plan for this first livestream is to look back on Episode 1- an in-depth scoop into what went right and wrong, showing off game assets, a behind-the-scenes look of how the game actually works, Bossy’s music making process, and probably whatever else people watching ask to see.

I thought I would take some time today laying the groundwork for this Episode 1 reflection. I’ll be going into a lot more depth on Thursday, but this is a good chance to get myself in a headspace to answer these questions.

[h2]Episode 1- what the heck was I thinking?[/h2]
Like most of my project ideas, MLS came from a place both very abstract and very specific and concrete. My framework was to make a character-first RPG I could release Episodes of periodically. It would showcase deckbuilder combat to have some uniqueness in the RPG space, stick to an exceptionally simple 1-bit black and white art style to allow me to produce assets as I needed them, and I’d write a large variety of songs that showcase the diversity of the characters and circumstances.

Those were all the specifics I came into the project with. Basically I was interested in making OFF + Undertale that looks like World of Horror. How successful I’ve been at doing that, of course, is up for debate. But with the more solid framework around the game established, the abstract side of things is where my creative juices really began to cook.

Old MLS combat art made with some borrowed assets (artist Kadabura)

A prison full of post-surgical prisoners who have been made to look like their crimes. Setting Episode 1 in a castle on a small, rocky island pelted by rain. Putting a security guard android in a tower who deals with anxiety through shocking himself to the point they’ve become addicted to it. So many of the decisions that flesh out this game are specific and particular, so why am I calling them abstract?

The ideas themselves aren’t very abstract, but the process to getting to them is. Things like the game engine, the art style, and the dialogue system are set in stone. Who the characters are, what they say, and what they look like holds a million possibilities and opportunities! I’ve made countless choices, but I do not think for a moment I’ve made the only choices possible, or even the best ones to meet my goals. I cast a loooong net into the creative void, wait till something bites, and then go with it.

[h2]Who was the first MLS character I made?[/h2]
In the early days of pre-production, when the very idea of making this game was just starting to come together, I realized something. Something really important that was going to change who I was as a game dev, change the scope of all my future projects, and tap into something I’ve never, ever been able to feel successful at.

I was probably going to have to learn to make art.

All of my previous projects have leaned heavily on working with friends who are artists, hiring art help, using and manipulating pre-made assets, or a combination of these. But there was no way in hell that MLS could be made the way it was in my head unless I was the one in the driver seat. I’m getting a headache just thinking about giving up that much creative control for all these little characters MLS has birthed. Would they have come out looking better in another artist’s hands? Without a doubt. Would they undoubtedly look like a MLS character? I figured I would take a crack at it and see what I could do.

And my first ever character designed was… surprise… it was Dee! Dee was literally in the first handful of character designs I was learning to make. I spent hours perched on the edge of my seat, closely staring at the pixels I was drawing by hand, and when I stepped back to take a look I thought “… oh no.”



[h2]In other news[/h2]
To all my patron friends, I’ll see you during the Thursday livestream! To those who can’t make it, I think Nomad is recording it, so there should be a way to check it out after the fact if you’re interested in that sort of thing.

Also, Maddox inmate and bug catcher extraordinaire Lamechial made an amazing point in the MLS Discord the other day- the date I have planned for MLS’s release into early access is painfully close to Steam’s Next Fest event- a time where upcoming games can boost their wishlists and gain views.

I incorrectly thought that games in Early Access could still qualify for Next Fest. I was wrong! Because of this, I’m probably going to delay the game’s release to very soon after Next Fest. In fact, I might do that today…

Hope you all are well, and happy New Years!

Adios~

Saddle up pardner- it’s time to talk Episode 2

Happy holidays to all the gamers,

The secret is out! The setting for Episode 2 of Muffles’ Life Sentence is the land of Jangus. The expansive desert and lack of guards might have you thinking it’s a place where freedom and individualism prevail, but the grip of Maddox is felt here as strong as any jail cell.

In today’s devlog I'll be talking about all things Jangus- from where the idea came from, to finding the right color palette, and teasing out some plot details along the way.

Saddle up huckleberries.



[h2]Desert? I was expecting, like, a prison?[/h2]

I’m a huge fan of two particular RPGs, and it is no secret they are big inspirations for Muffles’. In both OFF and Paper Mario (1 & 2), a fundamental component of progress and the unfolding plot is traveling to new areas/zones on your journey.

This is not unique to these games- new locations you travel between is a big part of the RPG formula. But what I love about these games is the contrast between the areas, and how integrated they are into the story. These areas are so ‘lived in’ by the NPCs there, and so distinct from the other parts of your journey in terms of tone, aesthetic, and plot.





Contrast? Tone? Setting? Plot? It sounds like a new area is a whole shuffling of the formula and requires a whole bunch of new assets and characters and thought put into it- doesn’t that take more than a few months to pull off??

Not if you’re crazy and have no life (the Bossy promise).

[h2]So why desert? It’s so hot there.[/h2]



I would have been excited to write an episode about all sorts of different areas- a snowy mountaintop on lockdown, an underwater facility, a volcanic institution, etc. There’s an old saying of ‘write what you know’ and while I believe in the importance of that, I also like the challenge of having to learn about new settings and untangle my understanding of them to figure out what I’m going to bring to the table in terms of story.

Anyway- I had a very vague idea in my head of what that person who shot at the tram in Episode 1 was like. So the crux of figuring out the setting for Episode 2 become this:

‘What sort of world would we find this person in?’

And thus, Jangus was born!

[h2]Why does Episode 2 get its own color palette?[/h2]

Another part of the inspiration I get from Paper Mario and OFF (especially OFF in this case) is the commitment to a new color palette with each new area. It breaks the journey into distinct sections, it reduce fatigue of any one particular color, we have the contrast of seeing familiar faces in a whole new setting, and cuz Bossy just can’t settle on only 1.



It actually took a long time to figure out Episode 2’s palette. Probably around 20 different palettes were tried and trialed before settling on the one you see here (which I am thinking about calling Dusty Huckleberry).

The lighter shadows give the impression of pervasive sunlight, while the more yellow saturated light colors evoke sand and sunsets. But the purple really is the best part- I don’t know why more games and movies don’t integrate purple into their desert settings.

[h2]A note about new episodes[/h2]

I’m putting a lot of work into this Episode to try and make it the best possible. Starting this project and releasing a demo is one thing, but carrying it forward, expanding and growing to figure out how great this thing can actually be, THAT’S where the true challenge lies.

The first Episode was really a promise. A promise for more Episodes of even higher quality and scope that will continue on until Muffles’ is a full fledged RPG.

I intend to keep that promise. Because if I don’t, Nomad and Dee will KILL ME.

[h2]In other news…[/h2]

Sickness has fallen upon Bossy and is ravaging him from within (it’s really just a cold) but fear not! He’s still hard at work, while making such to take more breaks, hydrate, etc.

I hope everyone is having a lovely December- the holiday season is upon us! To all those that celebrate, I wish you good cheer. Prioritize family, your relationships, and celebrate what’s good in your life.

Adios!

Tune in to Episode 2- new music for Muffles’ journey

Hello my fellow gamers,

The time of holiday is upon us, and with it comes mirth, merryness, and most of all- music! Today I’m excited to pull back the curtain a little bit for the music on Episode 2. It’s been harder and harder to make these DevLogs and not spoil the next setting Muffles’ and company will be finding themselves in. But a few spoilers never hurt anyone- let’s jump in!

AAAAAAAAGGGGGGGGHHHHHHHHHHHHHHHHHHHH.... (me falling down)



[h2]New episode, new approach to music[/h2]
Many of my favorite tracks from Episode 1 feel so specific to the atmosphere and setting I was trying to create. Suzan’s jazz bop combat music, the twinkly and unsettling underground tunnel track, and the expressive piano melodies accompanying a trip to The Yard.

But the atmosphere of Episode 2 feels different. It’s wilder, bolder, and untamable. Nature and traversal play a bigger role than before, and the character’s you’ll meet are ones who’ve been tough enough to survive this place. So how does this affect the music?

[Listen Here]

In this track you’ll hear new instruments unused in Episode 1- the wavering tremolo guitar, and the wonderfully mysterious synth from FLEX called Special Fire. I wanted a simple track that slowly built on itself, that felt as somber as it did stirring. When I listen to this track I think of the wilderness, the awe of the unknown, and trails yet to be taken.

[h2]Alright fancy music guy- how about something fun?[/h2]
But where are the bops? The grooves, the shuffles, the bangers?? You may have heard this track already if you frequent the BossyPino Discord, but it’s as hip-shaking and head-bopping a tune as any on the previous Episode (imo).

[Listen Here]

I achieved the dreamy underwater effect with FL Studio’s Love Philter using a preset called ‘Simple Triangle Low Pass LFO’. Essentially, this just means using an oscillating low pass filter, making the groove slowly slip between its normal sound and a much more muddy, bassy, obscured sound. It’s a pretty extreme effect, and I had to make sure to have some very intentional low end instrumentation (drum and bass) to ensure the rhythm and flow of the track carried through no matter how affected the track was by the plugin.

[Listen Here]

To better contrast the use of the plugin, here’s the track without the filter on it (this track also replaces the drums for bongos, but that’s about the only other difference). I also use this track in the game- I liked the way both turned out! You might even hear a little bit of the melody in this one that you’ve heard in previous tracks- which is definitely 100% coincidence, most definitely not on purpose, Bossy could never be so coordinated.



[h2]Future livestreams mean sharing more music[/h2]

Nomad recently announced on the Discord that Bossy (that’s me) will be having some scheduled livestream dates for his Patrons starting early next year! What this means is that you’ll have the opportunity to hear him prattle on and on and on while he tinkers with making new musical tracks and goes under the hood for old ones. He’ll probably even play guitar for you if you ask.

Bossy has a special place in his heart for the music he’s made for Muffles- and the opportunity to share how he made wrote/recorded/mixed it all is pretty exciting! If you’re interested, you can hop on the Discord/Patreon for more information, or @BossyPino and blast him with all your questions. Well, not all of them. He actually knows very little, all things considered.

[h2]It’s December?!? What the hell![/h2]
Wow. Time has been flying. How much time is left until Bossy wants Episode 2 to be ready?? Yikes! He has alotta work to do!

I hope this winter season finds you all calm, cozy, and contemplative. It’s been a long year, and we are coming up on the perfect time to reflect on what’s come to pass, build out our possible futures, and most of all sit in the present we find ourselves in and hold space for thanks.

If you’re excited to hear MORE music but just can’t wait for Episode 2- never fear! The whole OST for MLS Episode 1 is up on YouTube- listen here!

And for all of y’all who read to the end… hi. Also, here’s another track that got shared on the Discord that I’m not sure fits in Episode 2! Share what you think! Or don’t! Bossy is an introvert who mostly lurks too!

[Listen Here]

Adios~

Big updates to combat coming in Muffles’ Episode 2

Hello to the gamers,

I’m writing this post last minute because I’ve been busy busy busy working on the art for Muffles Episode 2. Battle art, character sprites, dialogue portraits, battle backgrounds, icons, cards- you name it, I’m makin’ it.

But! I’m excited to let you all in on a huge new feature that’s coming your way that is set to change the way combat in Muffles works forever! And ever!

[h2]Introducing… Eyeballs[/h2]
In addition to the cards you choose to make up your deck, you will be able to select 1 Eyeball. Unlike your cards that you play to activate, an Eyeball provides a passive effect that may occur at the start of combat, every turn, or when a specific event occurs.

The need that prompted the creation of this system was seeing the opportunity for a bit more complexity (though not TOO much more) and involvement in Muffles’ combat system, especially when it came to the deckbuilding side of things. The hope is for this system to add a whole new layer to constructing decks via obtaining powers in a totally separate method that regular cards are gained.

[h2]What sorts of powers will Eyeballs bestow?[/h2]



If you’ve ever played deckbuilders like Slay the Spire, Monster Train, Wildfrost, Cobalt Core, etc. then this concept will be familiar with you. Powerful relics that, when paired with your deck, provide an extra level of power and potential synergy.

There are a lot of possibilities for this system. Some examples could include things simpler effects like:

Bring you back at 1/2 max HP the first time you die
Gain 10% Guard every turn
When bloodied, heal every turn
Or much more controversial and uniquely powerful effects, like:

Gain 4 MP per turn, but your Max HP is halved.

[h2]Where do I find Eyeballs in game?[/h2]
Each Episode will have 1 new Eyeball Vendor that will sell several different powerful passive options in exchange for Licks you find in Stashes. You may already be familiar with the vendor for Episode 1 (hint, he lives in a pipe in the wall, has little whiskers, and is a rat). These passives will be expensive, so be sure you pick your poison well!

But what if want to try out ALL the Eyeballs in an Episode even though you don’t have enough Licks to buy them?

Don’t fear!

You will be able to purchase PAST Eyeballs you don’t own in future Episodes. This means if you’re cookin up a new deck and think to yourself ‘man that Eyeball from the last Episode I thought was useless would actually fit really nicely with this deck…’, then just find the special vendor and lay down your Licks, bucko!



[h2]Combat in Episode 2 is going to ramp up combat[/h2]
Another reason for the addition of a powerful new card type is that enemies are going to be noticeably more powerful in Episode 2. Let’s not get TOO carried away though- it’s only the second episode! If you stick to the main path to get through the episode, and are paying attention to what’s going on, you should be fine.

But if you want the juicy rewards? The extra characters? The really POWERFUL upgrades???

Prepare to work for it (a little, again it’s only Episode 2. This is as much a reminder to me as anything…)



Oh, and who’s this cute little guy? Oh I don’t know… maybe the SCOURGE of your Episode 2 playthrough!!!

… he’s actually not that powerful, but he gets points for being a spooky dude.

[h2]Another 2 weeks have passed us by[/h2]
Wow, it’s already mid-November. In the land of Bossy it’s rainy, gloomy, grey, and moody. In other words- it’s absolutely perfect for getting cozy and working, working, working.

All this work on new content means that my involvement online on social media and the Discord has been a bit lessened- which I think is okay! There’s an ebb and flow to these sorts of things. I can’t be spending all day making posts on Reddit when I have another boss character to make (they are turning out so good too!).

Until next time…

Sneak Peak at how Episode 2 of Muffles' Life Sentence is Going

Hello to all the gamers, and happy spooky fall season.

I, Bossy, am in the midst of working on Episode 2 of Muffles and BOY have I chewed off a lot. Creating the first Episode left me with a lot of ideas and directions to go and seeing those beginning to come to fruition has been so cool!

While I’m not going to divulge anything TOO secretive about Episode 2 (apologies to all the Episode 2 waiters) I thought I’d follow up on the sneak peak character I shared for Halloween day as well as some general thoughts on how I approach making a new Episode for Muffles.

[h2]Halloween brought along Jack[/h2]


On Halloween I teased Jack! They will be one of the first new characters you meet on your Episode 2 journey and I’m really happy how they came out. They have a sort of grim, expressionless composure, but that doesn’t necessarily mean they’re a villain! Maddox has all kinds, and appearances can be deceiving. He’s even got a theme song! (You aren’t allowed to hear that yet.)

[h2]The (mostly) blank page of a new Episode[/h2]

I love starting with blank pages. Anything is possible and I can let my imagination run wild. You can get from nowhere to somewhere exciting in an hour and feel on top of the world.

Blank pages are also extremely dangerous. It’s time off in la la fairytale land where nailing down specifics and keeping in scope play second fiddle to rooting out new, unique, and exciting concepts.

A goal in setting up Muffles with Episode 1 was to provide a sound foundation. A structure of how future episodes would look (~3 hour gameplay focused on combat and story) and the necessary plot hooks to easily transition into wherever the story might lead me next.

This is where the blank page meets restrictions. I can do whatever I want BUT specific conditions MUST be met.

Things like:
  • A new Soulmask character
  • A Hub area to venture out from
  • New states and combat mechanics
  • A mix of puzzles that iterate on previous ideas while introducing new ones


I wanted to call the stages on Muffles episodes for a reason. They were an opportunity for me to explore the same story and themes of the game in new and strange settings with a host of new characters. Each would have their own little self-contained plot arch that could dovetail into the story as a whole.

[h2]Tips on getting stuff done for aspiring creators[/h2]

I understand that some of those reading this creatively minded and interested in working on their own projects. Whether it’s RPGs or anything else.

Some of the best feedback I can share is on the less fun part of the process- the ‘oh crap I actually have to make everything that I had ideas about’ part.

Some tips:
  • Have deadlines, and keep them. The less experience you have, the shorter the timelines. Allow yourself to learn from making things quickly at first, and gradually grow into working on bigger projects over time.
  • Limit ideas to projects you can and want to make. It can be fun thinking about how you would tackle making an MMO, but at the end of the day you got to ask yourself a simple question. Do you want to dream about making games, or do you want to ACTUALLY make games? Set your sights on what a solo creator can make in a few months.
  • Your creative work shouldn’t be 100% unique. There was a time when I thought I should be striving for never before seen art/game mechanics/story/etc. and referencing what’s out there was copying. This is absolutely untrue and devastatingly unhelpful. Make sure you are making the kind of game you want to play that is based on games you already have played, and not on a game that is foremost fun to work on.


[h2]In other news[/h2]

Wow, Episode 2. It’s on its way! I promise. You shouldn’t trust game devs when they say things like that without proof, but luckily you’ll only have to say a short (arguable) amount of time (release date not yet announced) to play it yourself.

In the future I might dive a bit deeper on how exactly I start work on a new Episode in-engine. There’s a lot of fans of RPG Maker in the Discord community and I certainly tackle projects in a very particular way that could be interesting to compare to other’s methods.

I’ve been enjoying many a cool and rainy walk these past few weeks as we transition out of summer and into the lovely fall. Best of luck to all you out there and I hope you get some time to enjoy the fall vibes as well.

Until next time…