Let’s Play Edna & Harvey: The Breakout #05: Doodle-Doo
I knew that this game was something special when I discovered that you could rip all the padding in Edna’s cell using Chairman Chairleg. Such interactivity makes you look for it everywhere and keep in mind the places that you’ve been before when you get something new. I have little doubt that the developers hid away all manner of dialogue in the early screens for those dedicated enough to go back and use items you’ve got no logical reason to use in those places.
What makes this even better is that so far, I’ve not seen any instances of moon logic which would force you to use everything on everything as I have been. While I can’t say if this’ll be the case in the rest of the game, the problems and path towards solving them have been pretty plainly telegraphed through dialogue and little clues sprinkled about the place that aren’t hard to notice. This means that finding all the hidden interactions isn’t something you’ll do in frustration as you seek the way to progress, but rather because you’re curious of what will happen, which makes discovering them all the more awesome.
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