This is actually a pretty unique concept - it uses the same 2 ball set up that many people may use, however, separating the controls for each ball is a refreshing twist. It doesn't look like much, but it catches you by surprise when you start to play.
I think the camera shake and sound here, while simple, help a lot too. You'd be surprised how many jam games are missing these things, since they add so much to the overall feel.
The fact that you created your own art and music help a lot. I think the art looks pretty neat, though I found the music to be somewhat repetitive after a while. Making your own music during the 48 hours though is difficult, so it's hard to be very critical. I have to wonder which you think would suit you better - making your music during the jam only, or starting on your music before the jam and having a more polished end product? I'm curious because I have the same question for my game too.
I think the game is fun precisely because you feel like you lack complete control of the 2 characters, but I can also see other players getting turned off to the game as a result. I feel like there is some balance you could achieve here, where the characters are somewhat easier to control than they are now but still have that unpredictable quality to them. Maybe this involves something like a loose aim assist but for WASD controls. Or maybe even simpler - maybe you use the mouse to aim the characters, and you can switch which character is being aimed with different button presses (left click vs right click). I think this other jam gam "Balls to the Wall" does a similar thing to you guys but you feel slightly more in control: https://itch.io/jam/gmtk-2021/rate/1083414
I could see this being a viable mobile game if you improved the base mechanics a little and added more levels.