jwatte:If you don't have physics implemented: first, implement physics.
Full physics seems like overkill! The Platformer Starter Kit already defines two "drag" constants for when IsOnGround is true and when it is false. The simplest solution here is to replace IsOnGround with an enum thats what surface you are standing on: None, Ground, Slippery. Then choose the correct drag constant from that. See "Apply pseudo-drag horizontally" in the Player.ApplyPhysics method
A "hazard" tile can also be implemented quite simply without a complex trigger system. Define a new tile collision type in the TileCollision enum. In Player.HandleCollisions, simply test against your new collision type inside the "if (depth != Vector2.Zero)" block of code.
When you are learning -- and even when you are a pro -- remember to keep it simple!