Fun Fact: The original kernel of inspiration for this game was actually the robots that did cleanup work at Three Mile Island. If I'd gone further in that direction then probably the game that resulted would have been a lot less cynical than this ended up being. But pretty quickly I wanted the player character to be transparent so that the arrow buttons would be visible behind them, which meant I decided they should be a ghost, and the rest of the game kind of fell out of that.
I would also argue that this game is on-theme if you stretch a bit, not that it particularly matters considering that the theme is optional anyway. But I'd argue that the circuit board the player character is trapped in constitutes a "locked room" and, maybe more abstractly, the room that the robot is in is also "locked" from one level to the next.