Thank you for giving it several tries, and I'm sorry the game didn't make the failure legible. If a player reaches the same point repeatedly and still can't tell what went wrong, that's a communication problem in the game, not a lack of effort. From your description, I suspect this was the first Gatehouse/Climb section: the intended read is to stay close to Ito and the nearby geometry until BOND fills, then use UNISON (F, or Auto-UNISON) for the narrow route — but the game clearly isn't teaching that well enough in motion. I'm treating onboarding and failure feedback as the highest-priority post-jam issue. I'm glad the flight and world still showed their appeal, and I really appreciate you describing exactly where the game lost you.
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Yes, I think you're absolutely right about the location. Thank you. That made sense, so I tried it again. However, even though the gauge was at about 80% on a few of my attempts, pressing the F key didn't seem to have any effect, and in the end, the result didn't change. It seems that even understanding the theory can't make up for my lack of skill...
Please don't blame your skill here — your 80% example exposed a real feedback failure. The F press was being read, but UNISON requires 100% SYNC, and the jam build silently rejected the input before that point, which made a working key look broken. I have now pushed the post-jam update: pressing F early shows the current percentage and “UNISON NEEDS 100%,” Ito tells the player to stay at his wing, and the Climb has a clearer visual lock and warning. Thank you for trying again and reporting exactly what happened; that follow-up directly changed the game. If you ever feel like giving the update one more attempt, I’d love to know whether the refusal and the Climb are finally readable — but no pressure after all the attempts you already gave it.