CompliKATed has been greenlit. Thank you all for kind support.
We are rushing towards release.
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    Floor
computer case Computer case The background.
    Protagonist
computer case Julius Julius Leopold 1.42 rev. A. resident at 0x500A92A9C
    Eatables
complikated circuit Circuit board Impassable for all, except for you. Walking over the circuits will clear the tile and it will become passable also for mobs and falling objects.
    complikated circuit_variations
    Falling objects
complikated potatron Potatron It will fall if there’s an empty space beneath. When a Potatron falls on your head, the world will reset itself to the last save. It can be pushed horizontally, one tile at the time, if the path is clear. Falling Potatrons also can kill mobs. They roll and fall from round chips if the tile diagonally below to left or right is empty.
complikated QBIT QBIT Loose information bits. It will fall if there’s an empty space beneath. When a QBIT falls on your head, the world will reset itself to the last save. It cannot be moved. Falling QBITs also can kill mobs. They roll and fall from round chips if the tile diagonally below to left or right is empty. Walking over will collect them and it will give you score points to unlock the next level.
    Walls
complikated chip Square chips Impassable walls for you, QBITS, Potatrons and enemies. Potatrons and QBITS will not roll from chips with straight corners.
    complikated round_chip_variations
complikated round chip Round chips Impassable walls for you, QBITS, Potatrons and enemies. Potatrons and QBITS will roll from them if they have room.
    complikated round_chip_variations
complikated case_strip Case strips Outer walls, impassable for all. Potatrons and QBITS will not roll over .
    complikated strips_variations
complikated chip Scaffold Impassable for all. You can see through them. Potatrons and QBITS will not roll over or fall, unless they are pushed.
complikated glass_pane Glass panel Impassable for all. You can see through them. Potatrons and QBITS will not fall from them unless they are pushed.
complikated motherboard_component Motherboard components Inner walls, impassable for all. Potatrons and QBITS will not fall from them, unless they are pushed.
    complikated components_variations
    Enemies
complikated eye E.Y.E. Execute() Yield() Execute() - a computer virus that will reset your progress if you touch him. Can be destroyed by falling objects, doors or E.A.R. surges.
complikated ear E.A.R. Electrostatic Antivirus Routine - creature that spawns memory block surge clouds (electric sparks) behind him. Beware! Can be killed by falling objects or doors.
    Signal producers
complikated signal generator Signal generator Continuously generates a signal with the value of either 1 or 0. It is impassable for all. It will hold any falling objects.
complikated sensor Sensor It can be activated if you steps or places an object on it. In active state will output 1, else will output 0. It is passable for all.
complikated timer Timer The timer generates alternatively 1 and 0 in a 5 seconds interval. It will hold any falling objects.
    Signal transmitters
complikated lit wire Wires They instantly conduct the unaltered signal to connected points. When they transmit 1 they will appear as lit. They are passable for all. Some wires have displays, to indicate signal direction.
complikated battery Battery The battery conducts the unaltered signal to the nearest connected point with a 5 seconds delay. The progression can be monitored on the charging display. Impassable for all. It will hold any falling objects.
complikated lit cross_wires Cross-wires They connect intersecting wires, both horizontally and vertically. When they transmit 1 they will appear as lit. Cross-wires are passable for all.
complikated lit splitter Splitter It has one input, marked by a white arrow and 3 potential outputs. Splitters transmit the exact value they receive and accordingly display the value. Impassable for all. It will hold any falling objects.
    Doors
complikated barrier Laser barrier It opens when it receives 1, otherwise it will remain closed and block the path to all. Touching it won’t do any damage, however, if the anything is caught inside during closing, it will be destroyed. The gate poles are impassable for all and will hold any falling objects.
    complikated laser_barrier_on
complikated loose wire Electric arc It stops when it receives 0, otherwise it will remain active and block the path. Everything that touches the active arc is destroyed, Player included. E.A.R.s are immune and can pass through. The loose wires are impassable for all and will hold any falling objects
    complikated electric_arc
    Signal modifiers
complikated inverter Inverter It has one input and an output and inverts the received value.
complikated terminal Terminal Computer terminals receive 2 inputs and have one output. They will accept: AND, OR, XOR, NAND, NOR instructions. Without instructions, they will output 0. When you inserts instructions floppies, the terminal will display the operation performed and output a value according to the logic result. Some terminals are locked; the floppy cannot be removed or replaced with another floppy. Some computers receive only one input and will accept only NOT instructions. They will display error message “err” for the unsuitable instructions.
    complikated terminals_variations
    Logic instructions
complikated and instruction Logic instructions Items containing logic instructions (AND, OR, NOT, NAND, NOR, XOR). You can pick them up and insert them into terminals. This will change signal output value accordingly to logic gates. For instance, if a terminal receives a 1 and a 0, uploading the AND instruction will generate a 0 output signal. An OR instruction will output 1. They are passable only for you and they will hold any falling object.
    complikated disks
    Start, end
complikated start Start It marks the start position of the Player in the current level.
complikated exit Exit It marks the exit of the current level. It cannot be used without the minimum amount of QBITS set per level.
    Checkpoints
complikated save_available Quantum splitter When activated, the device will capture the current moment in time, and you will be later able to restore the save. Each Quantum splitter has only one use. If another save point is used, the current one will deactivate itself. You can activate the Quantum splitter from a collateral tile, just like inserting a disk into a terminal.
    complikated save_variations
    Decorative tiles
complikated yellow band Yellow band Passable decorative tile.
complikated label Labels Passable decorative tiles.
    complikated labels_variations
complikated arrow Arrow Passable decorative tile. It points to the signal’s direction.
    complikated arrow_variations
complikated oscilloscope Oscilloscope Impassable decorative tiles. It will hold any falling object.
    Critters
complikated badger Critter Critters are trapped inside the computer. You needs to open the way for each one, in order to rescue them.
    complikated critters
    Movement
complikated one_way One-way traffic One-way passable tile for you only. If anything blocks the tile in front of the roller, it will become impassable.
    complikated one_way_variations
complikated hard_disk Storage If powered on (receives 1) the platter will spin in the direction indicated by the read-and-write head. Any rolling object (Potratron or QBIT) placed on the tile above will be displaced one tile. Impassable for you, mobs or falling objects. Impassable for all. When it’s powered off it will hold any falling object.
complikated teleporter Teleporter If powered on (receives 1) it will instantly transport you to the other teleporter. Impassable for mobs or falling objects.
    Speed buffs
complikated Quantum decayer Quantum decayer Whatever moving object passes over it, it will be slowed down, including falling objects.
complikated Quantum accelerator Quantum accelerator Whatever moving object passes over it, it will increase speed, including falling objects.