Doom sort of fits in this category? The original[1] renderer cheated significantly in order to render the scene. It had to, for the hardware of the era. But it's not capable of arbitrary rooms/map layouts, and so, e.g., the maps are strictly 2D. IIRC, this is the reason the camera is locked on the pitch axis.
Factorio is a 2D game, but the assets are 3D, sort of like the DK example. The fun comes in that the game is 2D grid of tiles (pretty normal) but not top down, and that causes some associated havoc when things try to rotate: https://www.factorio.com/blog/post/fff-133
[1]: many modern ports do, or can, use true 3D renderers, and are thus not quite the same as the original in this regard. Later ports are also capable of non-2D maps, including things like bridges and overlapping rooms that the OG renderer couldn't do.
Doom sort of fits in this category? The original[1] renderer cheated significantly in order to render the scene. It had to, for the hardware of the era. But it's not capable of arbitrary rooms/map layouts, and so, e.g., the maps are strictly 2D. IIRC, this is the reason the camera is locked on the pitch axis.
Factorio is a 2D game, but the assets are 3D, sort of like the DK example. The fun comes in that the game is 2D grid of tiles (pretty normal) but not top down, and that causes some associated havoc when things try to rotate: https://www.factorio.com/blog/post/fff-133
[1]: many modern ports do, or can, use true 3D renderers, and are thus not quite the same as the original in this regard. Later ports are also capable of non-2D maps, including things like bridges and overlapping rooms that the OG renderer couldn't do.