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Harvey Park
DemoOngoing ProjectHorrorAnomaly

Harvey Park

Psychological Horror / Anomaly Detection

Role
Game Designer, Developer, Narrative Designer
Status
Alpha Playable Demo
Category
digital games

Project Status: Alpha Playable Demo

"A first-person psychological horror and anomaly detection game where you are trapped in a mental loop."


Project Overview: Harvey Park

  • Genre: Psychological Horror / Anomaly Detection
  • Team: Boiler Works (Team of four)
  • My Role: Game Designer, Developer, Narrative Designer
  • Core Concept: Set in a futuristic mining tower, players must observe rooms, restore power, and make life-or-death decisions in an elevator to escape an ancient entity named Echo.

The Elevator Loop: Observation & Judgment

The core gameplay relies on memory, attention to detail, and decision-making under intense psychological pressure.

  • Two-Phase Observation: When players enter a floor, it is illuminated only by Echo's external light, forcing them to memorize the room's normal state. Upon repairing the power switch, internal lights activate, and there is a 50% chance an anomaly has been triggered.
  • The Elevator Decision: To progress, players must return to the elevator and choose between "Anomaly Present" or "No Anomaly".
  • Roguelike Consequences: A correct decision moves the player up one floor and grants extra time to the hidden clock. A wrong decision drops the player down a floor and resets the anomaly state, increasing the pressure.

The "Echo" Threat System

Combat is non-existent; the game uses a dual-threat system to create constant tension and prevent players from taking unlimited time.

  • Red Echo (The Hidden Timer): A 5-minute hidden timer that follows Harvey from below. As time runs out, the player experiences screen darkening, whispers, and heavy breathing. If the timer reaches zero, Red Echo catches Harvey and resets the entire run to the bottom floor.
  • White Echo (The Direct Pursuer): White Echo circles outside the tower, providing eerie illumination. If the player takes too long on a floor, it enters the room and begins a direct chase, but it stops moving when the player looks directly at it.

Level Progression & Spatial Puzzles

The tower consists of 16 distinct floors, transitioning from clean, functional sci-fi environments to corrupted, blood-stained nightmares.

  • Anomaly Categories: The game features "Spatial Anomalies" (changes in object size, location, or number) and "Story Anomalies" (objects from Harvey's past that don't belong in a sci-fi tower).
  • The Final Boss (Fusion Room): The top floor features a corrupted room that physically manifests Echo. This room fuses props from all previous levels (e.g., Medical Bay gurneys wrapped in Greenhouse vines), creating the ultimate memory test where players must recall the entire journey.

Feel free to scroll through the full Game Design Document below, or click the top-right corner of the viewer to expand it.

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Screenshots