Rematch is still going strong after its release, with around 33,000 players on Steam alone as I write this very sentence. Talking to them about their successes, PCG's own Evan Lahti asked co-founder Pierre Tarno and lead game designer Dylan Allen what goes into making the game's balls feel so good to kick.
"There's multiple ways to approach it," Allen explains—see, Rematch is a sports game, but it's also got a ton of fighting game DNA inside it, too. Duels on the pitch sometimes give me Absolver flashbacks, and that's all very much deliberate.
The answer to that wound up being yes, sorta, but not without caveats. After playing a bit of Rematch myself, the actual surgical precision is clear; a goalie can punt their ball to the other side of the pitch, but their kick stops just shy of landing in the other net. That means you're often just feeding control over to the other team—unless you have a mate in prime position to punt it for you.
As for whether Sloclap'll change how the ball works? Both devs gave the impression that, now they're locked [[link]] in, they'll need to be similarly surgical about any changes they do make: "It's a big part, as you say, of the way the game feels. It's the basic brick of the game. It's like an atomic component … but yeah, we had to build a lot of the game [[link]] around it."
Which makes sense to me. Fighting games are two parts muscle memory, and the same'll apply to Rematch—humans aren't great at doing math, but they are great at judging approximate distances. At least, once they've had a chance to see something fly a few times. Any adjustments to Rematch's ball would start that process all over again.