Player climbs up from the silo, only to be presented with a huge building. Presents Long-Term goal, and Short-Term goal (getting down).
The toxic water prevents players from progressing, but the cold light guides them towards the solution.
This room, added post-jam, serves as both a 'valve', a riser in tension, and a puzzle, with some extra resources as the prize.
The wooden beam, that looks like a stealthy approach, is actually a trap for the player, that also reinforces the theme of the level.
Added post-jam, this serves as an enemy that doesn't push the player, making the combat feel more controlled and spaced.