Yes, ok. That does help. Though when I think of game tile design with minimal noise/detail, I seem to go back to ZLTTP:
Obviously,
Zelda: A Link to the Past demonstrates a different art direction, but you at least see it's supreme simplicity allowing us as viewers to focus only on important things - something highly valuable in game design.
I still remember beating ZLTTP in only 6 days, as soon as it came out . . .
Of course, you have yet to show a complete mockup with sprites and everything so we can't judge the overall functionality of your tile designs. I'm just highlighting something fundamental I think very important to consider at the outset of a game design project.