The rotation into the upside-down world was deeply unsettling sensation in a good way. That was really what stood out and made it look interesting as I walked around looking at the different games at ggc. I think visually the blurs toward back of the parallax layers was really good, like it somehow feels like it both creates focus in a sort of tilt-shift camera sort of way to the foreground but also adds to the sensation that the bottom half of the screen is like a water reflection rather than something that steals attention or focus.