nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses As any other game element you have to introduce the player to it in some way. If you are worried they may not think is water, you can make sure that, when that point comes, they are already familiar with it!
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses I would PERSONALLY focus on the depth perception (a small dark tint deeper in water), reflection/refraction and for the surface i would mostly add detail like little particles of impurities.
Water moving as a consequence of the player moving is ok, but the classic perlin texture is always going to feel weird if it's always on.
At the end of the day your game has it's own language. You can make them walk on it without noticing, use the shader sparingly in non important places...
Discussion
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq4yqjkzqkgv4a27egvq5xmh2ravemytg9g5kldqeqfts92uvh90sqkdj2mx Not sure how much more I can make sure they understand it's water haha! Already making players walk through shallow water right at the beginning with splash sounds and ripples, and soon after the only path forward is to jump into a deeper body of water, but players stay hesitant about it. Guess I meed to make it more obvious there is something good on the other side, add a staircase into it so it doesn't seem like they'll be stuck there, and add stuff floating in it...