Doki Doki was created with the Ren'Py Visual Novel Engine by the way.
Doki Doki was created with the Ren'Py Visual Novel Engine by the way.
Plenty of games do amazing things with ren'py that you wouldn't think were possible just by looking at the dialogue DSL. Maps, HUDs, minigames, incredibly dynamic pathways through the game. But DDLC takes it to a different level, partly by looking so "normal" on its surface.
In college I made some spare cash writing Ren'py games for some creatives online who had the writing and illustration chops, but needed programming help. At the time, DDLC was the model for great game design in Ren'Py. There are plenty of more technically impressive Ren'py games nowadays, but DDLC is still a terrific example of technical sophistication facilitating the story.
Ren'py is awesome by the way. A tour de force of software design, in my opinion.
People have made some pretty slick turn-based combat systems. Some deck builders, others more spellcasting/mana oriented.
And it's renpy so like 80% of the games are straight up porn, so I'm not naming a single one here lol.
It breaks the fourth wall in unexpected, and deeply unsettling ways.
As a gamer you take for granted that, at any moment, you can simply exit. The UI is a trustworthy boundary between the imagined world of a horror game, and the comfort of reality. In DDLC, you don't even feel safe on the title screen.
Most ren'py games, even the very good ones, barely change the UI at all. Roadwarden doesn't look like a ren'py game at all... until you open the save menu, and then it looks exactly like a ren'py game. Having developed ren'py games, I can tell you why people avoid touching that part of the boilerplate code: it's the one part of ren'py where the abstractions aren't well thought out. It's very fragile. To me, that makes DDLC all the more impressive from a technical point of view. It warps and abuses the most rigid and uncooperative part of the engine, and to great narrative effect.