are you going to make tutorials about 2d platformer tilesets?
IMO much of that overlaps with RPG perspective stuff. Some kind of isometric is common.. IMO the slanted look (where the front of the blocks are flat and the backs slope -- cf. the later Commander Keens, Prince of Persia) is the better looking 'flavour' but takes more work and tiles.
OTOH, I'd really be interested to see how the perspective is set up in one of Henk's games (Flink, Lomax) because the environments always have such a powerful sense of realness (at the same time as being, yknow, obviously.. not). I'm hoping the answer is more broadly applicable than 'just use more tiles, and layer them more.'