The Best Games We Saw At Day Of The Devs 2023

I had the pleasure of attending Day of the Devs, a showcase of unique games made by smaller independent developers, in Los Angeles last week and walked away once again impressed by the sheer creativity and innovation on display in every corner of the room. Whether it was the next great action-platformer, a distinct pair of Latin-American games, a slew of exciting survival horror entries, or the absolute weirdest, outside-the-box titles you could imagine, Day of the Devs had promising games in droves. Here are just a few of the titles I got to see across the show:
Ultros
To be entirely upfront, I knew I’d like Ultros before I ever played it. If your game’s an action-platformer with a unique visual style and a structure like Metroid, I’m going to find a way to love it. Ultros successfully checked those boxes and then some across my winding and dense Day of the Devs demo. My exploration of the Sarcophagus, a ship on the wildest drug trip seemingly, yielded at least one secret path and tense boss encounter that put my burgeoning knowledge of its combat system to the test. The combat, which consists of light and heavy attacks, as well as a dodge-assisted parry system, actually asks players to regularly mix up flashy techniques in order to cut down enemies and get the most nutritional parts of them, not unlike hunting. Feeding on these parts will more or less give you experience to then spend in the Cortex, which will unlock skills proportional to the stats your nourishment bolstered. Additionally, you can feed critters around the ship, causing them to befriend you, and even plant seeds that’ll grow into larger fruit-bearing organisms. Ultros‘ setting feels like an interconnected ecosystem that players need to constantly take into consideration when wondering about the best way forward, and considering what a different journey a friend of mine took at Day of the Devs, it sounds like a game prepared to reward you for precisely that.
Arco
As one of the two games on this list that come from a Latin-American team, I’ll admit there’s an immediate kinship I feel towards Arco. But on top of that, it also manages to be a fascinating little strategy game with adventure elements interspersed between encounters. As I delved into a dungeon of sorts, Arco allowed me to prod the environment for resources, puzzle solutions, and even tucked away secret rooms. At the end of my time there, I wound up doing battle with a mimic chest that exemplified why Arco is a game to keep an eye on. Battles occur from a birds eye view, at which point time freezes and the screen telegraphs the moves your foe will make and allow you to respond accordingly. When time resumes, you and your opponent will move in tandem, making the microdecisions you make in that pause all the more important. Will you rush in for an intercepting attack, dodge your way through an incoming move, or give yourself the space to come back in a subsequent turn? Sometimes, other enemies won’t necessarily adhere to the pause, forcing you to make even more panicked tactical decisions while putting out several fires. Importantly, Arco seemed to understand you can only throw so much at someone under these constraints before the fun of solving the puzzle gave way to frustration, and I’m looking forward to how the developers stretch that to make a game of really tightly paced fights.
Despelote
Despelote, the other half of the Latin-American equation I played at Day of the Devs, has been on my radar for a long time. A uniquely local story of the city of Quito in Ecuador and how the lives of everyone there changed around the country’s World Cup run in 2001, Despelote is everything I want out of bold new developers. After finally getting my hands on it at Day of the Devs, I’m proud to admit that I completely softlocked my demo and eventually passed the controller to a colleague, but not before drinking in the sights and sounds of Julián Cordero and Sebastián Valbuena’s shared vision of Quito. Hearing Spanish being spoken by everyone in the game, kicking a soccer ball around, and making out the soft textures of the buildings that reminded me of the Dominican Republic made Despelote feel like an honest to goodness hug from an old friend. I’d like more games to feel this way.
Sorry We’re Closed
I did not succeed in my time with Sorry We’re Closed at Day of the Devs, and yet having gotten to play it at all feels like a tremendous win. Made mostly by two developers, Sorry We’re Closed is a remarkably stylish take on the survival horror of yore, specifically the prime of both Silent Hill and Resident Evil. After a literal demon slips into your apartment one night, you’re suddenly able to travel between worlds, one more demonic and rotten than the other. On the other side, you learn that you have the rare gift of your third eye, which lets you project an aura that shows glimpses of the normal world, and this ability soon becomes as potent a navigation tool as it is a weapon. Using your third eye around enemies stuns them and shows you their critical spots, allowing you to hit them for more damage. The tradeoff however is that if you aren’t accurate enough and hitting those spots dead on, you won’t do any damage at all. Pair that with a change in perspective—you go from third-person adventuring to first-person combat—and you’ve got the makings of an earnest set of mechanics that causes friction, lending even the most humble encounters in Sorry We’re Closed some tension.
Death The Guitar
Easily the most difficult game I played at Day of the Devs, Death The Guitar asks what if Hotline Miami were deeply metal? A 2D platformer that requires lightning fast reflexes, Death The Guitar drops you into the role of the aforementioned guitar, who’s avenging their guitarist one enemy at a time. Levels start out simply enough and your sole goal is to reach and eliminate your enemies before they take you out. Things get more complicated as you progress, with enemies eventually taking shots at you from afar, bombarding you with homing missiles, and hiding behind glass walls you must first blast through. But as they get more tools, so do you. Send yourself flying or knockback enemies by attacking platforms that look like amps, trigger other platforms to fall and crush wandering foes, and send waves of electricity through certain tiles to zap others to death. Using them all in tandem to get through increasingly hellish gauntlets in one piece quickly became a pastime I had some difficulty putting down.