Since it kinda reminds me of fall up or other calculator games in concept, I can see gameplay getting a little frantic. Something like Panic Climber comes to mind.
Keyword "Frantic"- Nailed it pretty damn deep.
The overall production of the game was inspired by games that were very easy, but a good genre. Like Ice Climbers. We wanted to expand on the idea of making a difficult game, but still retain the formula.
The first levels, of course, are very easy- However, secret levels you can unlock require you to move very fast, and the secret levels themselves are incredibly frantic overall.
Think of it as this. Easy in this game, would be like "hard" on Contra in the later levels.
As the water rises, and gets quicker and quicker by the second, you will need to make split-second decisions on what you want to do.
Hopefully, by the demo, losing will be more of a "Damn, so close. Maybe i'll get it next time." feeling instead of a "Damnit! This game is completely unfair." and winning levels alone is a challenge, but completing a level while doing so in a very short time, finding all secret exits, using no fuel, gathering all the bolts is something else.
Compelling the game should be, and hell, i'll spend months trying to make it that way~
... Why the hell do I type so much.
tl:dr Gameplay will be clean, levels original, gameplay smooth, and replay value skyrocketted.