Digital games have been around for seventy-four years. While some games have slowly become obsolete through generations of innovation, others have evolved with the times and have become successful in the modern society. How those forms of games that were born in the last century can have a foothold in today's world, and how traditional digital game forms which are difficult to integrate with new technologies can stand out from their peers through the use of alternative methods is the focus of this paper. Galgame is the object of study in this paper, and the game <Doki Doki Literature Club!>’s composition is analysed from various perspectives, including its content and plot. It also compares <Doki Doki Literature Club!> with other games in the same genre from the perspective of Maslow's Hierarchy of Needs, and explains why this game stands out from other Galgames. It also discusses whether the success of <Doki Doki Literature Club!> can be a reference for other traditional digital games, so that the development of traditional digital games can have more possibilities. The study conclusion is that the game <Doki Doki Literature Club!> did not use a lot of brand-new electronic technology, but was created from the perspective of fully understanding and satisfying its unique player base. The success of <Doki Doki Literature Club!> is a good reference for other traditional digital games that cannot make use of a lot of advanced technology.