The entire game world is actually the internal landscape of someone's unconscious mind (player, patient or enemy). The puzzles, mazes, enemies etc represent different aspects of the mind and provides insights. The tower complex is the key to escaping the unconscious world but is even more tricksome to get through than the outside. Unconscious by the way with respect to the subconscious, not simply knocked out.
Okay MrDojo here is a variation into the theme of a mindscape as the story behind your game
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In the moment before you die they say your entire life flashes before your eyes. This is not true. In the moment you die every regret you have ever had rises up to embrace you. That is the truth.
Set Piece
The player has no knowledge or understanding of where they are, how they got there, nor even any real knowledge about themselves.
Each location in the game represent's a moment in time of the player. A moment when a poor decision was made. The buildings and locations themselves are symbols representing the outward from a decision for example a rundown industrial plant might represent a failure on the player's attempt to have made something work.
Inside each location there is a mini-story that delineates in vague terms the decision that led to that's locations creation. The mini-stories are not ones of regret but rather the truth of how the decision was made.
The active enemy npc's are a different form of symbology. Ones created from emotional decisions i.e. rage, hate, fear etc.
The tower represents the core persona of the darker side of the player. That which dominates the landscape and has such an effect on everything there.
Each step the player takes unravels the story of the man, until the tower itself is entered and the top room is reached.
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WIll add one or two more variations in the next day or so. And then I might even get around to putting one of them in a literary form