BaDIK does several difficult things right continuously, which is so impressive to see.
_ One of the rare few AVNs to actually properly show MC's background the way it says, and weave it into the story. MC's from a poor family, and DPC competently shows that it affects him constantly. His house looks fucking terrible, and he dreams of renovating their house for Neil. Jill's family is too out of his league. Being poor & motherless got him bullied and fucked him up as a kid. He chooses to fix the mansion, rather than asking for money - completely opposite from Rusty. He can even save a TV with a cracked screen for Maya. This also makes scavenging money, doing odd jobs, and just being in MC's shoes more engaging, rewarding, and relatable.
In most AVNs you'll get a throwaway description from the first text box that MC's from a poor family, and that's it. It has no meaning and influence on anything, ever. You are immediately dropped into your own separate bedroom with a computer inside a penthouse, with your sisters listening to music, clubbing, and driving cars. The mom has a high-salary desk job, and when she's home she sips on red wine with an opened silk robe. And the game doesn't even pretend. Being "poor" has nothing to do with anything in the game, ever.
_ Minigames. Love it or hate it, it's a big part of BaDIK that spices up the gameplay. And the games are only getting more intricate and detailed. Some are actually semi-brainy and give you the illusion that you're actually solving problems. Also it resolves some of the other issues - the $10 wallet crisis that bugs many players is solved by the fish tank's limitless reserve.
_ Everyone has scenes and matters. You get to learn their stories, their personal ties, and their issues. They all get their own moments throughout the game. If you don't know their crises, you'll know their hobbies. If not, their quirks, or bff, or who they fuck. They gradually grow on you, and you feel like you know these characters. There's no one in the DIKs that just get erased after one episode, or is just a decor.
_ Hard-hitting / poetic moments. Jill hearing the rock against her window pane and seeing MC with the moon behind him; Sage's maple leaf as a declaration / promise; Maya's mom slowly losing it mid-dinner; Zoey's chest tattoo; Bella crying by the bookcase which turns into the frozen ice background; Josy crying and admitting her complicated feelings for MC; etc. All of them are spread throughout the game. Never too packed, but never too far apart. It takes balls & planning to deliver in such a manner constantly.
_ The DIK/CHIK affinity scale. It brings just enough variety for there to be fun & exploration for players, and carries weight to the path they can pick. Something like the test papers can matter a lot to the story, and the mushrooms change the freeroam into a fun trip. Girls can be exclusive to certain affinities, which simplifies a lot of issues and streamlines the story.