Here is a mockup of a swamp level. Grid based on 16x16 tiles. I've inserted game units to give understanding on scale and proportions.
I've made this level, but now I see that it's structure restricts me at a field of gamedesign. First of all, the level is plain flat. I can't make ground shifting, because of the logic of still water. The only way I can bring up jumping is creating a some kind of alternative path over branches. But I feel restriction, because too long truncs ruins aestetics and feel weird. And no idea how to populate branches with appropriate obstacles.
I could't come up with convinient destroyable path blocks, like bone pillars in Castlevania, so it's another trouble - I don't know how to stop a player from running across avoiding battle.
Maybe I'm thinking in wrong direction, and try to fill lack of level mechanics by graphic measures.
I need some serious critique and advice. Is there a way to improve gaming concept of a level?