KilledByAPixel, Thanks for the feedback, Im not sure what causes the textures to have that Black line above them, but I don't think i can fix it, as I think its Caused by the Slick2D rendering engine and i'm definitely looking into it.
I use rudimentary lists for all the platforms and each block is a platform even if its not reachable. Originally the Idea was to make Groupings of blocks into one big polygon, and then Generate the texture inside of it with images procedurally. But I ran into issues early on, and scraped the idea making it more simple, but slightly more Processor intensive(every update it has to check collision with EVERY platform in the list) I've been working on learning how to take this and implement a Quadtree Collision system so I reduce the number of collision checks per frame
as for the background, I was going for the game to look like a piece of Minimalistic art which made it turn out looking a lot like:
http://www.ifullscreen.com/thumbs/artistic_minimalism_wallpaper_7-t2.jpg
I like it flat white, Maybe a all white with a texture, but I didn't want to muss up the Clean cut feel by dirtying the background, and I didn't want to add a color because it would detract from the importance of the color in the platforms.
The original Idea was to make the level ENTIRELY white and the level Reveals itself as you touch platforms, in a very Bastion style. The Blocks were going to have light shadows, and you had to Reveal the colors by touching them. only once you have restored all the color or something like that, would the Exit gate open.
Most of the reason the game looks kinda bland, is because of time constraints XD