That barrier to entry created demand for a simpler, faster, more stupid version of the game.
You check your browser tab to make sure you didn't accidentally load a Flash game from 2003. You did. You try to dribble the ball. In 3D, dribbling requires delicate thumbstick control. In 2D, dribbling is impossible because the ball clips through the hood of your car and teleports behind you. The AI opponent (a bot named "Bingus") scores three consecutive "own goals" because the physics are so broken that "own goals" are the only reliable scoring method.
Welcome to the phenomenon known as
Their reaction is always: "WTF... I'm actually bad at this."
When a pro Rocket League player (with 10,000 hours) tries a 2D version, they have a legitimate existential crisis. They can't backflip save because there is no "back." They can't air dribble because the Z-axis doesn't exist. rocket league 2d wtf
You scream: "WTF IS THIS HITBOX?!" Around minute three, you discover the exploit. In most 2D clones, if you drive directly under the ball and jump, the ball gets stuck on your roof. You can now drive the ball into the goal like a grocery cart.
The original Rocket League is a masterpiece of technical polish—Unreal Engine 3, realistic reflections, 144fps gameplay. The 2D demake is usually made by one person in a weekend using Unity’s default assets. That barrier to entry created demand for a
A side-scrolling rectangle. Two tiny cars (often just colored rectangles with wheels). A giant ball. Two goals on the left and right walls.