Midlands Noire is a game made in Unity set in a fictional austerity Britain in 2024, inspired by the "every ten seconds so and so earns this much" and "every ten seconds so and so many people die" statistics used commonly in the media. The gameplay is primarily based around exploration and the game has two endings.
This is the first polygonal game I have ever made, and I was quite rushed by the end. The game was a bit too ambitious, but I managed to implement most of what I was going for in a rough form at the very least.
hm. This look very promising. I just not quite fully understand where is the "10 seconds" theme here. And i like how statue's shadow doesn correspond to the statue itself :) And the text is quite hard to see when youre upclose to the store.
Great game, the way the text shows up on store fronts is a really neat idea, and I feel like it's a pretty deep/educational message given by the game, got a little confused at times when I was "earning money" and it went back to zero. Also when I click at the end and it says Click to End nothing happend, is it supposed to do that? Or is that just for the non-web versions? Great job either way!
@Beardbotnik Thanks! Yeah, the "click to end" thing is from the non-web versions. I'm pretty new to Unity and I didn't end up building the game to a web version until after LD48 had ended, so it didn't feel right to change the text (although I probably should have).
Interesting idea, I was very confused throughout the game which I assume was the intention. I'm interested to see what you would have done if you were planning to add later on.
Interesting game. I really liked the mood. Though if in real life you ever find yourself actually starving to death because you lack money, you can always eat grub worms. They are freely available under rocks and cost no money!
I like the mood of this game. At first I thought I found a bug, when I accidentally fell out of the world. I was positively surprised that you had that in mind. Nice entry.
It's simple, but reasonably effective for what it tries to convey. The use of the money counter to sort of show what other have and then take it away from you was compelling.
Interesting and very moody piece. I think your message could be even more effectively presented it you built game mechanics around some of the examples...however, that would be a far more lengthy and ambitious project. (...and an entirely different sort of game, probably. Just an idea.)
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Overall a respectable first foray into the world of 3D games :)
Story is pretty cool.
The storefront text was pretty cool too.