Thanks for the comment! For an abstract arcade game like this, I don’t think a more concrete story would be appropriate, but it does have a subtle story. The story is of an invisibly disabled worker who is pushed so far beyond what can reasonably be expected of them that they inevitably fail. Hammers are an abstract representation of workload, and the tiles in the game are an abstract representation of the worker’s ability to do the work (i.e. spoons in spoon theory). The conclusion of the story is, of course, the worker getting fired, and then getting blamed for it by their employer.
I could of course spell this out in the game, but I feel it works better as an abstract story.