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.
daguaroadtrip
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Thank you! I'm really glad flying alongside Ito was entertaining and, even more importantly, that the challenge made you want to try again instead of stop. Difficulty and onboarding are the two areas I'm watching most closely after the jam, so your experience is very useful. I hope you get to see what waits deeper in the dream!
Thank you, and that's fair feedback. The pauses came from an early playtest where a new player could not clear the first layer without someone explaining the mechanics, but I agree that stopping the flight works against learning through movement and mistakes. I'm looking at a lighter, in-motion approach for the post-jam update. I'm glad you enjoyed the game despite the interruption, and this is exactly the kind of feedback I needed.
Thank you — this is such a thoughtful read of what I was trying to build. I'm especially glad DIVE came through in the glider physics and that Ito felt load-bearing rather than decorative. Rejecting the throw/launch version was the turning point, so hearing that the restraint shows means a lot. Thank you for playing closely and for taking the time to write this.
