Here's a little more about the system. First of all each screen can have up to 9 check-able positions, 6 of which can be interactive. Pressing down at a check-able position takes you to a clone screen containing a sign --3 shifts and three signs equals 9 possible checks. Press to go back and continue searching. If the check-able position is interactive, then jumping takes you to the inventory (see image.)
Underneath, I planned to use a combination of flag-checks and duplication to track the players progress. There could be up to 5 single use inventory items, the 4 usual keys, and 1 multiple use item (a crowbar.) Each single use item would require 2 flags, one for pick-up, one for use. Small events like picking up an item, would flag-warp you to clone rooms. Main events like gaining access to new areas of the level, would send you to clone maps. Main events would also open up new items to fill in the empty slots. Obviously the puzzles would require careful construction. The trickiest part would be constructing the proper inventory screen. I'd have to check for each item available individually. The 1 multiple use item would act logically like a single use item in the version of the map it was collected in. It's first use would be the main event for that version.
Clearly it's a complex and bulky way to make a game that could be easily made with a different engine. It's completely outside the realm of how KS was intended to be used, but that's why I wanted to make it.