Grimrock shows there is still potential in this gameplay.
Plus: since the mechanics are quite straigtforward, it should be easy to
implement in gamestudio.

I would still try to use more than one hight-level (like having an
2 hightlevels: upstars/downstairs)
Else the maps look really generic.
A second level gices you the option to have bridges as paths, wich makes navigating more interesting, and
give the gamedesign more options.
(Bridges, Trapdoors, attacks from above, levitating magic)

http://www.grimrock.net/