PuffballsUnited's Fleeing the Complex drops Henry Stickmin — career criminal, catastrophically unlucky — into The Wall, a maximum-security prison carved into a mountain, and then hands the player a series of increasingly creative escape options. Some are clever. Most are spectacular failures. Each failure is animated with deadpan precision, the gag typically landing from the yawning gap between Henry's confidence and reality. The game's comedy is inseparable from its format: the player proposes the plan, Henry executes it with complete commitment, and the universe immediately explains why that was wrong.
The game offers five distinct escape routes, each built around a different set of decisions and a different companion or antagonist dynamic. Completing a route unlocks a specific ending state that feeds into the final chapter of the Henry Stickmin Collection, meaning the choices made here carry narrative weight beyond the episode itself. Each route contains its own chain of choices, each branching from a central decision into quick-time sequences where the player picks from a menu of options — a laser cutter, a teleporter, brute force — and watches the results play out with generous animation.
A single successful playthrough misses the majority of what the game offers. The fail states are often more inventive than the successful paths — some are elaborate multi-panel gags, others are single devastating frames, and a few contain hidden references that reward players with extensive pop-culture awareness. Going back to deliberately choose the worst possible option in every scenario is a legitimate way to play, and PuffballsUnited clearly designed for it. Seeing all the failure animations turns Fleeing the Complex from a short interactive movie into a much longer comedy archive.