If your textures are going to be tiled then you need to design them with that in mind. The human eye and brain is very good at working out patterns, both visually and gameplay wise. You can read a book called 'A Theory of Fun for Game Design' which details on how to make games based on this type of human behavior, such is why most match3 style games work and are addictive to humans.
Anyway, back to the texture. For tiles that will be repeated a lot you don't want the gamer to notice it is a tile, the easiest way is to pick a base colour, say brown, then have a slightly lighter version, and a slightly darker version of the basecolour, then use these 2 colours to add texture to your texture.
Avoid high contrast colours, such as in your tile, as it will; a) look ugly, and, b)be instatly recognise as a repeating pattern.
If you look at this image

you can see that the colour texture difference between all the darker textures are very slight, you could make a 16 square grid of this and it wouldn't be noticeable as a repeating texture.
Whereas this:

would be quite noticeable as a repeat, as it has quite a strongly different tile, which looks nice on its own, but put in a repeat and it will be instatly recognised over and over again.
A better way is to do a 'clean' base texture, such as the first example above, then use a larger, and less repeating 'dirty texture', such as:

as a multitexured layer with an alpha on to add variance and dirt (if you have a scene that needs a dirt floor) that won't be recognised as a repeat.
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