Ryan Silberman
Pac-Athlon (Full Gameplay Capture)
updated
store.steampowered.com/app/2362590/The_Wingless_Bee
The Wingless Bee is a brand new Frogger-inspired game where a bee named Bella is abruptly thrown far away from the hive she lives and works at. With her wings destroyed, she can only hop to get back home. Along the way, she'll pick up honey drops and encounter all sorts of devious enemies and obstacles. Crumbling platforms, bouncy mushrooms, ice logs, boss battles, and more await her on her return. The game's levels are divided in that some will scroll vertically, while others will scroll horizontally. There are two modes of play - Story and Score Attack.
Story mode goes through each level in a set order, one by one, featuring cutscenes and dialogue between Bella and whoever she meets along the way home.
Score Attack allows players to pick from any available level to tackle for a high score on it, with the last batch of levels only available by playing them in Story mode first.
Though the narrative centers around one bee, both modes can be played with a second player via local co-op multiplayer! However, as the camera continues to follow Player 1, Player 2 must make sure they stay on-screen or else they'll die and lose points as if they got hit by an enemy.
The game does not have a lives system. Rather, you lose points if you die at any point in the game. Similarly, the timer at the bottom of the game screen will not kill the player if it runs out. Instead, it only serves as bonus points for when the player finishes a level. So you won't need to fret too much to get through a level, though if you want to try to net some high scores, being on your toes would still definitely matter.
ryan-silberman.itch.io/wingless-bee
Also coming soon to Steam on April 6th!
There are two modes of play - Story and Score Attack. Story mode goes through each level in a set order, one by one, featuring cutscenes and dialogue between Bella and whoever she meets along the way home. Score Attack allows players to pick from any available level to tackle for a high score on it, with the last batch of levels only available by playing them in Story mode first. Though the narrative centers around one bee, both modes can be played with a second player via local co-op multiplayer. However, as the camera continues to follow Player 1, Player 2 must make sure they stay on-screen or else they'll die and lose points as if they got hit by an enemy.
The game does not have a lives system. Rather, you lose points if you die at any point in the game. Similarly, the timer at the bottom of the game screen will not kill the player if it runs out. Instead, it only serves as bonus points for when the player finishes a level. So you won't need to fret too much to get through a level, though if you want to try to net some high scores, being on your toes would still definitely matter.
The Wingless Bee will be making its way to Itch.io on February 16th for the price of $4.99. The game will also be coming to Steam, albeit at a later date - April 6th.
As a recently-contracted games analyst, you are tasked by the CEO of Best Value Games to make sure the 20 games set to be included in their upcoming release are up to code. You can get the job done by playing each game for a few minutes, or you could be thorough and try for bonus pay by completing every objective on the checklist.
Steam page:
store.steampowered.com/app/2014220/Game_Cycle
You can also buy the game now on Itch here:
ryan-silberman.itch.io/game-cycle
This is The Wingless Bee!
Coming in early 2023.
For a lot of the time, I ended up sloppily creating levels over frameworks I did not build. Homestar Runner was one of many, MANY games I "made" with the tutorial by MFGG user Goomdaddy. And of course, I did this because I was a big Homestar Runner fan.
If you haven't owned this awesome book yet, you can get it from multiple online retailers; I've personally seen it go for some relatively solid prices over on Amazon. You could also buy it directly from the Cook & Becker website.
Timestamps:
00:00 - Prelude
01:50 - Providing Draft Feedback
03:27 - The Pac-Man Gameology
06:55 - Plagiarism Story
07:57 - The Pac-Man Gameology (2)
09:05 - Collector's Edition
10:20 - The Trip to Free Play Florida
15:37 - Disney Mini Golf!
16:59 - The End!
Ah, the years from when Missleman wasn't Missileman, and was instead some character I threw into a million games. This game was put together using the "Warioland engine" made by Ultramario from MFGG.net, and it really, really shows.
As you can see, I didn't know how to make Missleman shoot left, how to prevent music from overlapping, or how to make shooting stages work. Still, I like to think there's a charm in the utterly crude designs and drawings that were done here.
This game was actually included as a secret game in Missileman Origins. If you have the game, you can go to the trash can in the ABSO school hallway and find out that it's a character. In Origins, I made it so Missleman CD was an in-universe fan project - and something special happens later if you've beaten it.
You can also find this game in the Missileman 10th Anniversary Package, which be downloaded for free here:
ryan-silberman.itch.io/missileman-10th-anniversary-package
ryan-silberman.itch.io/mario-keen
In 2019, I combined Mario with Commander Keen to make Super Mario in Marooned on Mars. The game is a half-remake, with it being very much based around the first episode of Commander Keen, but with Mario elements and mechanics mixed in. This results in probably my favorite free game I've created. I particularly enjoy the power-up shifting system I created, and I am very partial to the open-ended structure Commander Keen pioneered.
The game has multiple ending sequences depending on what you get done.
-Upon taking off with your ship, you're greeted with one of my favorite credits sequences I've put together.
-If you beat every level, you get a cutscene showing Mario being welcomed back home
-If you collect all 13 teddy bears, you get to see Katy's appreciation for Mario's efforts
This video shows what a playthrough looks like when you do all that.
Check out the collab announcement here if you want to join:
youtube.com/watch?v=Av4uoT1XBYM
I call the game "Pac-Man Slide"
The idea is that Pac-Man can only move one way until he hits a wall. Players are to figure out how to move around with this in mind. Levels could factor in the amount of points you got, how many moves you made, etc. I thought to follow that trend of Pac-Man mobile games where they center around one core mechanic and the levels would feature complementary elements that add to said mechanic (i.e. Pac-Man Friends, Pac-Man Bounce, etc)
I still enjoy the level with the ladders, particularly.
Oh yeah, and the new ghost at the last level shown is named "Tinky"
I used the same framework as I did for Dynamite Alex, but I changed up a good number of mechanics to make the overall feel become much different - I was very satisfied with the level and note counters. I created my own Ballad sprites using the Powerpuff Girls: Him & Seek graphics for the girls as a base, and I drew a number of other sprites used here such as the music notes, the levers, and the door. However, I still used plenty graphics I didn't draw as well, notably borrowing from games like Pitfall Jungle. The music was lifted straight from a Pac-Man fangame named PacWorlds; I always loved that game, so I wanted to keep a piece of it alive.
I've always enjoyed the snappy pacing, the simple premise, and the variety to the obstacles you face in this one. It makes me want to make another game like it someday.
If you would like to check out this game for yourself, you can play it here:
ryan-silberman.itch.io/ballads-quest
I even exported it to HTML5 in 2020 so you can play the game without needing to download it.
I've already came up with Missileman 4 years prior, and played with Game Maker a LOT from there. So why do I hold this specific game so near and dear to my heart?
It's a bit ironic; I originally made it as a "finale" for the Missileman series. I did everything I thought I wanted to do for the IP in this game. Since then, I "rebooted" the series through Missileman Origins in 2017, and recently did a holiday "bonus episode" of sorts
Even though I came up with Missileman as a kid, it always stuck with me. And there are ideas I could still explore. Of course, back then, I did this PLENTY by spitting out content only a kid with a computer could have. It would be rare for me to spend a week on one game or video
Eventually, after 2010 or so, there was a time where I felt like I was ready to do more than quick and hasty Game Maker sessions. I got the program because I wanted to make games. And while I was technically pumping out loads of games, that was me being a kid playing with a toy
In 2012, when I was looking at my next game, I realized it needed to be more than just that
I thought "Okay. I'm gonna make one last Missleman game. And I'm going to spend more than a week on this. Months, even. It'll be like a 'real' game."
I consider Missleman Spy Strike 2 to be that "transition" period between the playfully crude, slapdash era of my game-making and the succeeding era where I put genuine effort in creating a full-fledged gaming experience
There was still a lot of crude slapdash playfulness to the game. Even though I drew many sprites, I also grabbed all sorts of assets from the Internet and still used MIDIs of existing video game music. That's why I've never made a "deluxe" edition for Steam or the like
At the same time, I was legitimately beginning to think like a game designer. I made coherent connections between elements of the game, thinking about what kinds of scenarios would make for fun, interesting levels. It's not to say the execution holds up terribly well today. Far from it. But the combination of that playfulness and attempts to consciously feel out the game's design remains special to me. I'm not even sure I've hid so many Easter Eggs in a game since!
Spy Strike 2 took 6 months to make. When I finished it, I was starting 10th grade. Since then, I've been continuing to approach my game developments in ways that challenge my capabilities. 2014's Dynamite Alex would be the first time I felt like I made a game that holds its own as one. Of course, I'm not done exploring my possibilities
I'm still tinkerin' away at my craft, and I'll always be coming up with characters, stories, and levels for the public to chew on
If your computer can play old, dusty Game Maker 7 games and you want to play an old, dusty platform game, Missleman Spy Strike 2 is still available to download here:
ryan-silberman.itch.io/missleman-spy-strike-2
The game itself is a mahjong tiles affair with a Namco theming, spread across 72 levels. I was thinking of playing them all for the sake a full playthrough, but I think for now just this will do fine.
They are all variations of the same thing, but what token falls out of the coin pusher determines what bowling discount you receive to redeem at the Namco Funscape itself.
The files themselves are named the following:
cascade_blue_final.mp4
cascade_orange_final.mp4
cascade_pink_final.mp4
cascade_red_final.mp4
cascade_yellow_final.mp4
ryan-silberman.itch.io/game-cycle
Buy the physical DVD-ROM version here::
kunaki.com/sales.asp?PID=PX00Z7WEX5&pp=1
Game Cycle is a faux retro shareware collection with story elements!
As a recently-contracted games analyst, you are tasked by the CEO of Best Value Games to make sure the games set to be included in their upcoming release are up to code. You can get the job done by playing each game for a few minutes, or you could be thorough and try for bonus pay by completing every objective on the checklist. After your work for the day is done, you can go right to sleep and wait for tomorrow.
You did just move into this neighborhood, though. Why not go down to the hot tub and chill out for a bit? Maybe get to know some of the people that live close by?
Are you up to the task? Try the demo and test your endurance!
◉ Re-discover the bygone era of shareware CD-ROMs!
◉ Play over TWENTY games! (...of varying quality)
◉ Complete objectives for each game, or do the bare minimum!
◉ Chill in a hot tub and learn about your neighbors!
◉ Multiple endings and paths you can take!
Note: It is highly recommended you try the downloadable demo on your PC to make sure the full game will be able to run on it.
Trailer music by Teknoaxe
Katamari Damacy Mini is an arcade HTML5 game developed by RoboWhale in collaboration with Anim86 and Volkov Studio.
The King of All Cosmos has destroyed all the stars again! So he orders his pint-sized son, beloved Prince, to put the twinkle back in the space again. Join the King and Prince of Cosmos on their wacky adventure to restore the stars!
The game is the spin-off based on series of video games developed by Bandai Namco.
Features:
5 unique worlds
Fully responsive layout. The game fills all available screen space without distortion and black bars.
Translated into 10 languages
Sound support for mobile devices.
Reasonable file size – 5MB
Developed with awesome Phaser game engine
Katamari Damacy Mini™ & BANDAI NAMCO Entertainment Inc. © 2019
A virtual concert show once hosted on the Asobistage website, for Bandai Namco Entertainment Festival 2nd. It has since never been officially viewable again. Pac-Man acts as a DJ and kicks it to a variety of songs from decades' worth of Bandai Namco franchises.
The full track list is as follows:
-The Tower of Balue (Klonoa: Door to Phantomile)
-Green --Staff Roll Ver.-- (Go Vacation)
-The Wonderful Star's Walk is Wonderful (Katamari Damacy)
-Positive Walkin' (Kotoba no Puzzle: Mojipittan)
-Mr. Driller's Theme --Ardenten Ver.-- (Mr. Driller: Drill Land)
-Boko No Chikyu Bokura no Chikyu (Mr. Driller: Drill Land)
-Katamari on the Funk (Me & My Katamari)
-Never Break Away (Alpine Racer)
-Naked Glow (R4: Ridge Racer Type 4)
-Blue Topaz (Rave Racer)
-Tsui Tsui (Ridge Racer V)
-Battle Mix, Enthusiasm Outburst (God Eater)
-Battle Mix, Enthusiasm Outburst (God Eater 2)
-Hole in the Wall (Muscle March)
-Mirai Rolling Bass (Mirai Komachi)
-Kirsch, Beach Party Remix (Tekken 7)
-The Motion (Tekken 7)
-Distant Memories (Xevious 30th Anniversary Album)
-Beat the Gwassher (Xevious 30th Anniversary Album)
-Pac-Rainbow (Pac-Man Championship Edition DX)
-Inverted Pyramid [Prod. Kotonohouse] (Denonbu)
-In My World [Prod. Kotonohouse] (Denonbu)
-Noby Noby Boy's Theme (Noby Noby Boy)
store.steampowered.com/app/2014220/Game_Cycle
Game Cycle is a faux retro shareware collection with story elements!
As a recently-contracted games analyst, you are tasked by the CEO of Best Value Games to make sure the games set to be included in their upcoming release are up to code. You can get the job done by playing each game for a few minutes, or you could be thorough and try for bonus pay by completing every objective on the checklist.
After your work for the day is done, you can go right to sleep and wait for tomorrow.
You did just move into this neighborhood, though.
Why not go down to the hot tub and chill out for a bit? Maybe get to know some of the people that live close by?
Are you up to the task?
Have a look at what's to come for Joseph and Angeli, as they journey through songs and tribulations to uncover truths surrounding the mythical Melody Memorial.
While the game is still being worked on, you can check out my other games here: ryan-silberman.itch.io
See the full Paperverse Direct here: youtube.com/watch?v=oBU18jhokoc&t=516s
Original description:
PJ Berri's vivid dream life is once again illustrated in this romantic episode.
July 27th 2000 - FLASH
Animation by Aaron Stewart
Music and sound by Rodney Alan Greenblat
You can play the game yourself here:
sp.ten-sura.com/pacman_game_ja
Bear in mind, I Game Over twice before actually winning in this video.


