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About the StoryReginald is your average former soap-sniffer: thirty-two, dumped, and unemployed. You are a voice inside his head. Summon demons, bake cookies, and decide the fate of the Hidden Hills Sanctuary.
53rd Place - 26th Annual Interactive Fiction Competition (2020)
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Number of Reviews: 3
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The scenario Ė the player character is part of a cult that may be harboring a dark secret Ė is immediately familiar, but the tone of the presentation quickly subverts expectations, as the player character is presented as earnest, friendly, and a little bit suspicious of many different things and people, but willing to go along to get along. This easygoing vibe fits well with a rather ridiculous but appealing supporting cast, and some engagingly silly situations.
I donít want to get too much into detail on the comedy, both not to ruin it and because what worked for me might not work for you. But I think itís really, really well done. The best gags, I thought, have to do with the main character trying to bluff his way through a demon summoning, and this bit alone is worth the price of admission. I canít help spoiler-blocking my favorite single joke:
(Spoiler - click to show)Dave [the aforementioned demon] looks around the chamber. ďSo this is the human world, huh? Itís a lot smaller than I imagined.Ē
ďThis isnít all of it. Weíre in a basement.Ē
Deelzebub stacks up well pacing-wise, too. The player character is given a series of tasks, which are generally pretty clear in pointing you in the right direction and none of which overstay their welcome. The structure then opens up during the endgame, with four different endings to pursue (I found two).
The puzzles generally have good clueing, though some niggles in implementation and a little bit of guess-the-noun/verb-ing occasionally undercut the momentum. I also was a little disappointed that Dave, the demon you summon early on, can sort of drop out of the story midway through, since he was the clearest throughline for the first half of the game.
Thereís a good amount of scenery implemented, though occasionally objects that seem to be mentioned arenít actually there (thereís reference to a pamphlet that explains the groupís beliefs in the opening scene, but I couldnít find or read it), or objects that are important but arenít mentioned despite being present (Chris was listed as being in the crop field area, but not Ruth, even though you can, and should, interact with her! And I had the same issue with the (Spoiler - click to show)ear in the worm bin). The map felt a bit too big, but maybe thatís just because I had a hard time holding it in my brain due to there being some non-cardinal directions thrown in to confuse things.
There were also a few niggles that might have just been part of the way TADS works, but which stood out as strange to me since itís been a while since Iíve played a game written in it Ė in particular, there are a fair number of multi-passage scenes (including the opening) where you need to hit enter to continue, but without specific prompting and with the ability to write text before one hits enter, I wound up being a bit confused because I thought I was playing the game and just getting unhelpful/strange responses before twigging to what was going on.
All of which to say there are a few small rough patches that can hopefully be smoothed over for a post-comp release, because whatís here is really solid and really funny, just tremendously appealing.
I would like to point out, however, that I loved the premise, the characters, and the writing of Deelzebub, and I sincerely wish I had played a more polished version of it.
This one manages to be better than most, although it still has some rough edges.
Each of the people who worked on the game had successes. The art for the cover is done well; the writing has very funny moments; and the programming handles some pretty tricky material and multiple solutions to most puzzles.
In this game you play as a young member of a cult who has a very funny reaction to being a parser game PC. Your cult leader wants you to summon a demon, who turns out to be a real mild fellow. Shenanigans ensue.
The weak spots are evident in the game, too. The only file available in the download is a compiled executable for 3 platforms with no t3 file. Some of the conversation feels off (in general, reading your dialogue out loud can help make it stronger). You can't leave your leader's room early on until you ask him certain topics, but there is no TOPICS command or other way I found to remember what you need to do.
All of this can be fixed by general experience and maybe getting a few more beta testers that have experience testing comp games. But I think this is the best school-related IFComp game that I can remember playing, and I'd be pleased to see more from these authors.
-Polish: Could use more polish.
-Descriptiveness: Pretty good, but overall could use some more variety and colorful details.
+Emotional Impact: I found this funny
+Would I play again? Has plenty of replay value.
+Interactivity: Outside of the polish issues, the stuff you had to do made sense. The summoning ritual was very good.
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PollsThe following polls include votes for Deelzebub:
I Am You: Games involving possession of another character by Spike
Three games I've played in the past couple of months have featured the PC's ability to possess other characters as a primary or secondary game mechanic. What other IF works feature this possession mechanic?
This is version 5 of this page, edited by Zape on 10 October 2020 at 1:22pm. - View Update History - Edit This Page - Add a News Item