One gameplay critique I think this post-mortem missed was that the keep-away mechanic at the heart of the game is a zero-sum mechanic. One player is keeping away, and having fun; while all other players are being kept away from, which is frustrating. They addressed this a little in the fuller release but I think keep-away itself is mechanically bankrupt so even a gorgeous coat of paint can't bring it around.
All of the other local multiplayer 'successes' from this period were distilled fighting games - Towerfall, Nidhogg, Killer Queen, Duck Game, etc. These allowed for new players to enjoy themselves even in defeat. For Toto Temple, a game of mixed newbs and vets would turn into a vet running circles for the full time limit and then someone suggesting we switch to Towerfall.