An asymmetrical dual should be made with these factors:
.*FUN GAMEPLAY*, I can not stress this enough if your asymmetrical dual doesn’t have fun gameplay or “playable” gameplay then ditch it, or at least ask for dislikes.
. Say the ball at the bottom of the screen taps four times with a 1 second interval between taps, and your cube up here at the top also uses the very same clicks at the very same time, that doesn’t really make it that hard, and it’s pretty much like playing it without a dual being there, have diversity, times when you must click for one icon while the other is in the air unable to do anything, or unsuspected gameplay such as ship part where you’ll have to do a straight fly (or something ) with only 4 clicks in order to keep the spider up the top from spamming to fast and crashing.
. Fast gameplay, around 2X - 4X speed, duals are usually used at the drop and should (in my opinion) be fast paced.
. Minimal moving objects, asymmetrical duals are already confusing for most but move triggers make it even worse, of course it’s good to have move triggers but keep it at a minimal to avoid confusion and bugs.
. And finally, intervals in between long duals, such as ship gameplay for 2 seconds or cube for 3 second etc etc, a long dual is tiring and a break wouldn’t hurt.
![](https://i.ytimg.com/vi/IB8qNftWO-w/maxresdefault.jpg)