Chonky addressed a lot of things already, so I'd like to focus on more broad issues:
The rocks are all evenly distributed in the background, so they look very artificially placed. Vary the space between them more, have some bigger gaps and tighter clusters. That will be challenging if you also want to avoid obvious repetition, but perhaps when you're happy with your rock style, you can make more variant tiles with different arrangements to avoid repetition.
Don't be afraid to have rocks crossing tile boundaries. They'll just make full rocks when tiled anyway. That can free you up to have more interesting arrangements, and to make more varied rocks when you have different tiles that "complete" the rocks in different ways.
The high horizon line doesn't match your character sprite (I think the big blue one is the main one?). It looks like we should be looking somewhat down at them because the horizon is so high, but we're not, so the result looks like the character is leaning into the terrain. To match the character, the horizon should be lower than their head, in line with their torso somewhere. If you don't want to have a lot of sky in your scene, you could make the terrain hilly rather than flat.
If the rocks are meant to be parallax layers, I think some of the tiles in front should overlap some of the tiles in back to look more 3D. Old-skool games didn't have overlap in their parallax layers for technical reasons, but overlap helps
a lot with selling the illusion of depth. This lack of overlap especially hurts the transition from the near layer of rocks to the next one, since it goes from having a lot of empty space between big rocks to being filled with tiny rocks.
And more specific stuff related to what Chonky said:
None of your rocks cast shadows, and you still have those odd edge highlights. Edges get highlighted like that typically when the light source is in front of the object, i.e. behind the viewer. Since your light source is in the scene, such highlights don't make sense. You don't need edge highlights to make the rocks look 3D anyway, you could probably drop that highlight colour entirely and have a less distracting, more voluminous looking background.
The rocks are high-contrast and distracting as a result. Some less-contrasting colours for the rocks would be great. The rocks in the distance should have even less contrast since the dust in the atmosphere would obscure/scatter their light somewhat.
Here's a small edit to reduce the rock contrast and to have the distant rocks fade out more. I also removed some of the single-pixel details in the foreground rocks, so they look less noisy.