Alright, while I think the arguments of the first two arguments still hold some ground and could be listened too, let me offer it slightly differently. Any constant, of any kind, needs to be punctuated by something. So, from textures to gameplay to line-of sight, the player should never be presented the same thing without change. So, for textures, mixing up rotation, colour choice, tilt and vertical placement adds diversity and really helps diminish the tiled look, that unfortunately many Atmosphir textures cause. Game-play, you seem to have covered pretty well
From the last level of yours I played, there was a mixture of various different expectation. So good job on that!
Finally line of sight. It is a great trait of design, to obscure future areas of gameplay, at least a little. This can decrease the likelihood of the player finding a way to skip an entire section, but it also leads them to being unable what to anticipate. Say you include a massive jump, if the player can see that jump from the very beginning, constantly, they will be less impressed than if they've only seen a glimpse of it as they passed through some trees. So like that, Rainbow jump over lava, looks super neat, but make sure there is ways, cohesive ways to break up sight of it, whilst the player is approaching. In many ways you are tricking the player into expecting one thing, then giving them something else.
So, I know all of these things balloon design time. Which, can be frustrating and time consuming. But, I think it is all in the better service of you level
I hope this makes a little sense, and I am really excited to see new stuff from you!