I've been giving some thought to a post-compo version. I want to maintain to an extent the system I have: the unique health management and high-stakes gameplay. Currently, I'm leaning towards a level structure similar to VectorMan. The levels will be self-contained but have openness and branching paths. Hopefully this will allow me to strategically manage different game elements and the insta-death nature of the game. I was originally concerned that the high-risk gameplay may not lend itself well to extended sequences that exploration platformers are known for; hopefully this structure can not only help manage that but still let me shake things up from area to area in a way more fair to the player.
Here's a pic I whipped up for another monster that one may encounter within the caves. One of the cool things may be how the behavior of a monster may change from stage to stage: for instance, I was thinking this monster would shoot up and down vertically to attack throughout one stage while another stage may be more of a traditional boss battle against it.