I'm not saying that yours aren't in similar styles, but there are differences. For example, the sword-wielding protagonist-looking character sticks out like a blue thumb.
He's a medieval sword weilding hero in the halls of a UFO. You want him to blend in?
In case this was not the kind of help you were looking for, I will attempt to give some crits on your work.
-You probably can see this, but the hero guy needs more detail. He is incredibly flat, while the robot and alien have very nice shading rounding out their forms.
He's a semi-placeholder from an older project. He's 16 colors, and the others are much more. Again, I just threw them in there for scale and context. They're not what I wanted c&c on right now. I'll be making modifications to the hero after we make some major modifications to the engine and I go in to add more animation. For right now I'm just happy that he works, and has his basic animations done.
-Why do you have so many colors on the walls? The lights' cones could probably be drawn with less than half that many colors. I didn't even see half of them until I zoomed way in.
Basically because I wanted a soft lighting effect, and, in this case, I'm working without palette restrictions. In fact, I'm just sticking with traditional pixel art because I want that "look" more than any practical limitations. It's not "good habit", but I don't see why it hurts.
-I like that you put some variety into the walls by knocking one of the lights out and breaking the wire. However, you could get even more variety quite easily: try making one or two of the grates messed up somewhat, or even put stains on the wall or something. You could also get some variety by putting cracks or something into the ceiling and floor.
Oh yeah, of course. I'm working on these and other things to break up the monotony. I'll post in a bit.
-Speaking of the ceiling and floor, what's up with them? The rest of the world appears to be made of metal, very high tech and stuff, yet the floor and ceiling seem to be made of adobe brick or something. I don't have any suggestions off the top of my head for what to do there, but the adobe looks very out of place.
Interesting that you interpreted it this way. I'll make some changes to the palette. Basically, the floor was inspired by the general style Metroid Fusion used, and it was supposed to be a kind of plasticy look, but it was too bright, so I pulled the saturation way way down, until I thought it was less jarring to the eye. From a color perspective, I like it, but I didn't stop to think that it might confuse the kind of thing that it is.
Thanks for the comments. Edit coming soon.