I’m tremendously tired. Tired of movies, series, but especially of video games. Not because they lack quality, or aren’t well-made, or lack effort — but because it's been a while since I lost the enchantment with appearances. It's not just about visuals — it’s sound too. I haven’t listened to music in ages. I can’t convince myself through trailers that any game, movie, or media is worth watching. It’s not that these things are bad. But having worked so hard to create games, I came to see how visuals and audio can be manipulated — not always positively. Even visual storytelling became hollow. Every time I see a film using a symbol to tell a story, or a game trying to convey its plot through scenery, it feels shallow… Because I’m not truly the protagonist — I’m just a spectator, receiving a stream of sensory information that, regardless of supposed depth, always feels like manipulation. Audio-visual has become empty to me. Then, a desire came: I wanted — for some reason — to make an action game. The visuals didn’t matter much. Originally, it was meant to be more realistic, but even any pleasure in the image started to seem pointless. I wasn’t creating a game to stimulate the senses anymore... I was creating something where the player, to win, must truly be the protagonist. There is no plot, no characters, no story being told in my game. There is only action . And sorry, kids, but it’s not a pretty kind of action. Not violent or dramatic either — it’s a raw 3D arcade game with an atmosphere that only matches the exaggerated difficulty I gave the bosses. Not to discourage, but to awaken those who truly love to play — not to be pampered, but to destroy bosses in every way they can’t in real life. I created a game where either you play mastering every aspect of movement and physics to your advantage, or you accept that you’re not a player — you’re just a spectator of the real ones. ABOUT THE GAME Ludominar is a third-person action game focused on boss fights . It combines shooting mechanics with fast-paced movement — standing still and shooting won’t save you. You’ll need to run , dash , jump like crazy , dodge boss attacks , and shoot like a maniac , hoping your aim holds up. The game’s visual style is inspired by liminal spaces and photographs taken in the dark . The goal is to make it feel like you're witnessing something happening without the presence of light . There are no shadows — the only thing that sees and receives color is the camera itself , pointed at the avatar. Features : - Two Bosses - Unique Visual - Variable Duration (newcomers may take 30 minutes, experienced players may take about 10 minutes).