- The air meter always says "+3", even if you are underwater and should say "-2". This is presumably a bug?
- If clicking-moving into water, the game doesn't stop you until you are half-way drowning.
- The standard tile-set is bit unclear about where land ends and where water begins. So you may think you have gotten out of the water, but you will keep losing air without a proper indication.
Several things can be done about this:
- Give the air meter a proper recovery number (-2 when loosing air, +3 when recovering)
- Add a special visual effect when under water. Tint the screen blue (similar to the red near-death fullscreen effect) or cover the user sprite in a water/suffocating-effect.
- Add a "Suffocating" detrimental status as soon as you are loosing air. This will prevent the auto-move system from getting you into deep water. It will also help tell you when you have gotten out of trouble.
- Don't make 0 air cause insta-death. Instead give (new) players an extra chance to react by causing large amounts of HP damage when you are out of air, so that you have a few turns to get away. To prevent players from surviving this by healing the damage, make the damage increase each turn you are without air. (First turn: 10% HP loss, Second turn: 20% HP loss, etc.). Without healing, this would allow the player to survive 3 turns before accumulating 100% damage (10%+20%+30%+40%=100%). With healing they could survive at most a few more turns, as they would take 50% and 60% damage in the following turns.