you can play around with various settings if you do those tiles
The key point is to keep readability in mind and avoid clutter, while staying detailled.
YOu also want to get the players eye to the important spot, tell them how far/near something is and what importance it has visually.
In order to achieve this you can alter:
-color contrasts (how all main colors of a palette correlate e.g. warm/cool orange blue -> complimentary contrast for more contrast)
-color relationships (within a single ramp of a palette: is it a straight ramp or will ther ebe hue shifting applied)
-value relationships (what relative brightness, darkness elements in the scene have - i altered the ceiling, the wall and the top of the walls)
-contrast relationships (what contrast ramps in the artwork have - i mainly edited the floor contrast to get rid of the clutter)
according to the balancing of every element, you can get a completely different impression in terms of how the player will read the graphics and recognize where to go or where to look at.
