Thanks for your input, guys! You posted some really helpfull links!
What feel am I going for? Some years ago I really enjoyed playing Diablo II. Beside all the long term goals of leveling your char or getting equipment the gameplay was just fun. And that was (in my opinion) mostly because the visual feedback was rewarding - a monster might have had a 5 frame walking animation but a 30 frame death animation - the graphics really supported the "hack&slay" feeling! I think that was one of it's main USPs.
In Diablo II the blood&gore vfx were prerendered sprites. I'm just pondering how you could get the feel of fluids and physics (the blood splashes caused by a sword should look like fluids and reflect the direction, speed and angle of the hit for example) without having to produce sprites in a high profile programm like Maya or 3ds Max by specialized artists.
It's not so much about the specific look&feel of a specific game (if you can do the vfx sprites realistically you can always downsample, reduce the collor palette or add cartoon shading...) but about how to create it as an independent game developer.
Imagine a game like
Boxhead with realistic blood effects that matched the visual style!
At the moment I'm just brainstorming... especially the video's on lucidmovement were great to watch but also showed how complex fluids actually behave. I just think this is is an interesting topic I'd like to explore further...