Devilish Business (v0.51.1b) is in a strange position - that of a visual game with no real visuals. What you get then is a text based game where the text is split into tiny little boxes, a page at a time.
It's so clear that it is supposed to be visual experience that the lack of the visuals just cannot be ignored. The many scenes where you are told in the little text box that a character has dressed up for a date, but you get the same sprite as usual, is like a slap in the face. The many scenes of action where the spite is stood there exactly in the same standing pose as when met in a corridor, or even sprite not there at all, disappoints.
If the story itself were not so engaging, the text well written, one could instantly write this game off altogether. However, it is an engaging story well written. So while this game is clearly not ready yet, so long as you remember that it is really mostly a proof of concept, not yet a first release version and barely a beta considering how heavily this format relies on visuals that just are not there ... well, it has promise.
The gameplay is a mixed experience. On the one hand, as stated, it's a nice story and well written. On the other hand it is a sandbox with very little guidance. In several cases, even the feedback for some actions is misleading and provides no help to realise you need to do it a few more times, against logic, when it didn't do anything before.
For example, you need to send flirty texts to the sister again and again after she refuses you and says it is creepy, with no sign at all it is getting you anywhere, otherwise you can't progress with her. As a result, I got nowhere with her in my first playthroughs and only discovered that from looking at the code.
Another similar example is with the mother. The first time you masturbate in your room it does nothing for you except waste the only limited resource in the game - time. It doesn't do anything positive, and there's nothing to suggest you should do it again. But unless you masturbate after starting to unlock the Mother's past, you can't get anywhere there either.
The code makes considerable use of random numbers to generate the chance of one of the girls agreeing to a scene (such as a date), and has no streak-breaking code. On an unlucky playthrough you might have none of those scenes ever trigger at all. This could be fixed by having a failure to meet the trigger increase a variable counting the failures in a row for that scene, and if it fails more than a given number of times the scene triggers anyway and you reset the fail counter to zero.
Honestly, even a 3 star rating for this is partly based on the potential I see, and on how I've seen the last few updates improve, and largely based on the fact I'll excuse a higher than average degree of poor visuals when the story is good enough. Bawdy Baron has obviously been working hard on the story and dialogue, and with good results. I just think he may have a lot further to go than perhaps he realises. Visually, this game is still at a single-digit percentage of where the finished game will need to be - like this game has maybe, at best, 5% of the visuals done (and probably less).