First of all, I like it, it is not a bad cave at all

That said, this is one of the traps of sticking to a predefined palette (I stumble on it a lot): while it makes everything cohesive, you have to make do with colors you have already chosen (and mostly with value distances you have already set) in new contexts where maybe you would need less contrast. The lower slope is shinning a bit too much for the general light level of the room, and if you were not working with a predefined palette, perhaps it would be best to tone down the two brightest colors. Maybe just switching down the colors within the same choices will work, but then I think you would need to darken the rest of the wall to keep the distinction, and I am not sure that would help. The light seems to be aligned with the camera and more to the top, which looks good actually.
Right now it is pretty much a full sloped wall, like a zelda cave, but with a less sloped bevel near the ground, which is quite nice as far as classic rpgs go. I think the reason why it is not concave has less to do with how you textured it, and more to the fact that it lacks the top bevel. It was easier to depict in the bio wall, but is harder in the more geometric-earth one because, at that perspective, the planes on the top bevel would very very squashed, look at how narrow they are on my textured template above. I don't have a suggestion for a solution from the top of my head, but i think you could very well stick to the current shape and only work on polishing it, mostly by making your tiles consistent, connected and reusable. Sometimes what we idealize on pure geometry doesn't reads that well or is just not worth it on execution, and if a simpler form works, it works
