cheers JJ!
I tried changing the ramp, I hope it looks better. I'm not sure if it needs a shadow on the top side of it though
should I make the ramp a lighter green? or is it best to just keep the grass a solid colour
edits: I changed the shadow of the cliff thing and made some grass!
You're choice of colors is a nice beginning in terms of colors, to start with!
Yet, there are things I would suggest you by doing the cliffs and some advice for grass (just colors,yet)
You should adjust the colors on the cliffs a bit by modifying a dark one to an even darker one and vice versa,
same with the lights, by doing so, you will make the edges pop out way more and the cliffs look more interesting as a whole,
not just like a brown big blocky outline (if you're looking at it as a whole, that is!) You should not aim for the correct zelda minish cap style
(which I assume you're trying to take on), but create a somewhat semi-realistic (in terms of proportion and sources of light) style yourself
to completely understand the cliffs and other environments by giving them a somewhat plastic feel.
First, I would delete those 2 pixel wide brown things that are possibly supposed to be some kind of edges seperating the cliffs and the grass a bit more
other than just having a line that has no gradient or any other transition. Followingly there needs to be, as said, a transition on the cliffs to the grass...
could be either a dirt path that merges to grass, or even having some of the typical classic-styled grasses that just pop up once the dirt ends, those kind of work,
but it would not fit the style so I would suggest you looking at other transitional possabilities, pretty wide here really.
Back to the cliffs, imagine it like this, the cliffs, are built by rocks, each rock is an individual and therefore partially shown in the very construction,
be aware that certain dither techniques do not - atleast they just make it seem- make rocks look like rocks! (although this can be discussed endlessly..., my opinion, atleast)
The shadows from the cliffs are not bad, yet I would reduce it to a somewhat own perspective removing the shadow that goes beyond the backcliffs having it compact as tiles!
(If you're going to have tiles in the end, that would be a good solution), no other real critique for that part for now!
Now to the color of the grass, imagine a big big surface with just that color, and now think if it either hurts the eye, or if it's boring to the eye being simply "a color"
For me, the color is a little too saturated, it's so aggressive, even thought Zelda tends to use pretty much partial highsaturated pastelcolorvariations.
But worry not, for I am here!
You can make a somewhat similar and more effective style by using different green/yellow/blue-greentones and using...*drumroll*...
a dithertechnique for once! Coincidently almost the same that you used on your cliffs, just more dense and smaller!
You can weaken that effect by making the colors more similar but yeah...that's how I'd do it! But don't forget to make it somewhat simplified! It is Zelda-influenced...
The grass NPC for once, is looking pretty flat...
Why? Because there is an outline that seems to seperate it from the entire grassland!
How do we deal with it? By simply using lighter colors instead of a dark outline, and don't you dare to selout right there, or else!
I would only use the outline to define the thickness of the leaves, and to PARTIALLY seperate it from the other grass, so it stands out a bit more...
And now to the point, to answer your question about the ramp
The best thing you can do is keep it 1 solid colorSHEME for all the grass. You CAN use different colors to define some kind of layers on the ground,
but to have an effect that you're seeking for, I would simply work on the feel for heigth there, adding grassdefinitions and other of the sorts!