When representing running water, the stream itself isn't a big problem, if that was the case, everything would boil to draw some lines or a brighter shape over the background, the real problems (2) are in the index of refraction and in the fresnel effect.
In this case i didn't put much effort in the stream, I know how to model it and how to realize a fresnel reflection on the sides, by reserving part of the palette on the sides to emulate the foreground.
Now i'm concentrating in how to animate the IOR effect on the wall behind the stream, assuming the water does not touch it, I think it should be more lively and more vertical.
then i'll see for a solution to render the fresnel effect with part of reserved palette, (Or directly with 2 spritesets), then the stream should be an alpha mask, layered between the wall IOR effect and the fresnel effect. (Perhaps Fresnel effect should be partially transparent, otherwise we are not talking about not-vodka, but we would be talking about not-corn malt)