one thing I'm enjoying about Gameoverse is how they're playing with the acceptable breaks in reality you'd expect in game design
like, for a silly kids platforming game about a talking dolphin, you wouldn't implement an oxygen meter, so because of that, Kit and the others don't need to worry about drowning (and Gobbles, not knowing that yet and expecting water to behave the way he learned about it, spends a good few minutes flailing about trying not to drown), and Fold doesn't have to worry about dissolving despite being made of paper - because it's not real water, and he's not really paper
it's also because of this that Flappers essentially flies when off his world - his game wasn't designed with mechanics for him being above water except for surface breaking sections (hence the world being mostly water with small islands and seagulls for scenery), so he behaves above water as he would below it
it's sort of like, each character is bound by the limitations of their original game's programming, and seeing that interact differently with other games
like Gobbles adapting tremendously quickly because he's designed to learn and absorb new information rapidly, being from an edutainment game. or it being brought up repeatedly that Kit isn't as much of a threat to Syntax without Kaboodle - their game was designed for them to act as a duo (like Ratchet & Clank, I'd bet good money their game was titled Kit & Kaboodle), so they only have access to their full capabilities when they're together because their game likely wasn't programmed for situations when they aren't together (except for maybe short Controllable Helplessness sections where they'd be separated by the plot)