I've switched to a more industrial-cave-ish design. One of the reasons is because in high up areas it's hard to get away with hazards that aren't falling, and it's hard to get away without falling being an instadeath.
The thick beams seem to work much better with this design too.
(ignore the player sprite, the stone background is also only temporary)
That tile with the red dot is a flame trap, the flame sprite feels really lacking though. Any thoughts on it?
Try to make some variations of the tiles that you have untile now like one with a crack in it or one that is missing a bar. That way you have some variation in you level otherwis the level will look boring after some time
Working on that currently, Unity is giving me a hard time about it though. That'll teach me to start level design before I've finished the tile's scripts