
You play as a BOT-C robot, sent to activate a derelict facility left behind on a desert planet. Supposedly, you only need to restore the power, but you'll soon discover that the place is haunted by the Creature in the Well, and it'll be using all of the place's defenses to deal with your intrusion.
The announcement trailer is here
, and additional gameplay footage is here
.
Creature In The Well provides examples of the following tropes:
- Badass Cape: The BOT-C prominently wears a flowing blue cape in official artwork, giving them a splash of color and a knightly appearance. A variety of colored capes can be found throughout the facility.
- By the Lights of Their Eyes: The Creature, as the monster's face is never shown. Even when it's sealed away, its face is still unrevealed.
- Catch and Return: Charger weapons are used to catch energy projectiles and infuse them with additional power, and striker weapons are used to launch them forward. The BOT-C has one of each type equipped at a time, and certain weapons provide additional effects.
- Cosmetic Award: All of the capes, and some of the unlockable weapons. For instance, the BOT-C CHRGR and BOT-C STRKR weapons are both found in the town beyond a particularly hard optional puzzle, but are purely cosmetic and function identically to the default weapons.
- Cyber Cyclops: The BOT-C has just one glowing white eye.
- Dual Wielding: One of the charger weapons found in the facility is a pair of red blades. Equipping them lets BOT-C attack with more precision, represented in-game by a targeting reticle while charging to help aim your strikes.
- Dug Too Deep: The text logs reveal that the Creature had been in the mountain long before the machine was built in it, and was none too happy with the scientists' attempts to build a facility in its turf.
- 11th-Hour Superpower: Near the end of the final gauntlet you find the Greatsword Prototype, which gives you immunity to charged projectiles and turns all of your strikes into charged projectiles.
- Hyperspace Arsenal: You can swap weapons mid-combat regardless of how many you have. This means the BOT-C can be carrying a dozen weapons with them at any one time.
- Improbable Weapon User: The BOT-C can gather an arsenal of improvised weapons to fight through the facility. The first weapon they pick up is an old pipe, and they can later acquire such tools as a wooden baseball bat or a frying pan.
- Justified Save Point: Reserve Power Monoliths "prevent system-wide data loss in the event of a BOT-C program failure".
- Last of Its Kind: There used to be many BOT-Cs meant to help build and maintain the facility and the Machine in it, but they were gradually all destroyed by the Creature in the Well, leaving you as the last one.
- Multi-Armed and Dangerous: The Creature, as shown here
, has many bony, demonic arms. It uses them to their full potential in the North Star Conduit and the Weather Control Station. - Pinball Projectile: The core gameplay mechanic. You cannot directly affect the various traps, turrets, and barriers in the facility, and must instead use your weapons to knock energy projectiles into them, often from a distance.
- Weather-Control Machine: The Machine you are repairing throughout the game is quickly revealed to be this, meant to disperse the perpetual sandstorm surrounding Mirage.
