Just two developers, Ewoud van der Werf and Nils Slijkerman, give us SCHiM. A platformer with an original design and full of interesting ideas.
The world of indie developers has accustomed us to titles with an original concept. Game design ideas and original artistic ideas, which come to life as a video game. Even more surprising is that these teams often consist of only a handful of people. SCHiM is no exception to this “rule”: created by two developers who created a simple but at the same time effective concept.
How did SCHiM come about?
Our two Dutch creators are Ewoud van der Werf, director, programmer, and 3D artist, and Nils Slijkerman, co-director and level and game designer. They brought SCHiM to life following Ewoud’s exam project in early 2020, which was then further developed with Nils’ indie game studio in the Netherlands, Extra Nice.
![SCHiM](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-16.38.10.74-1400x788.png)
Initially, the project consisted of a unique shadow-based platforming concept, but after quickly gaining attention online, it soon evolved into a full-fledged video game. This transformation was driven by a collaborative effort, where local inspirations—Dutch and European in general—fueled the aesthetic and locational choices for SCHiM’s setting. In Dutch, SCHiM means “shadow,” which is the true protagonist of our story.
![SCHiM](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-15.49.23.93-1400x788.png)
![SCHiM](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-16.24.53.71-1400x788.png)
A Tale of Everyday Life
I will not summarize the plot and narrative incipit of SCHiM, that’s why there is our preview article. We are a shadow, and we have detached ourselves from our human being. The adventure is all based on this quest, and our goal will be to reunite with it. During the 65 levels we cross different urban and non-urban areas where as we gradually get closer to the objective, the more we discover the history and events that make up his life. Everyday environments and places, which are part of the routine and which paint this narrative picture.
As simple as the silent story is, it is decidedly solid. There are also moments in which we will have no difficulty in empathizing with the misadventures of the human we are chasing. Through every shadow we find, we will get closer to our goal.
![SCHiM](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-16.09.04.73-1400x788.png)
![SCHiM](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-16.54.17.82-1400x788.png)
![SCHiM](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-17.11.52.62-1400x788.png)
A Platformer Outside the Rules
As much as SCHiM is a tale, even a bittersweet one, about life and personal self-determination, I cannot help but define the game as a decidedly original platformer.
Although the challenge and the actual possibility of game over are missing, the concept of platforming has its own importance within the game.
In SCHiM, indeed, shadows replace the conventional platforms. The protagonist of our story moves and jumps within the shadows cast by the surrounding environment. Imagine that the canonical platforms are shadows. As simple as this idea is, it opens up a huge world of game design possibilities. Just think of the night, flashing lights, car headlights or the shadows cast by animals and flying objects. Every little thing and every object, no matter how banal, becomes a resource.
![SCHiM gameplay](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-16.18.03.79-1400x788.png)
![SCHiM gameplay](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-17.19.59.50-1400x788.png)
![SCHiM gameplay](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-17.33.07.29-1400x788.png)
SCHiM Mechanics
SCHiM has very simple mechanics. The protagonist can jump and double jump to reach the next shadow. We can’t survive in sunlight, so it only takes a few seconds out in the open to restart from the previous checkpoint.
The other two mechanics that make the adventure at times brilliant are the interaction and the change of perspective. We can interact with literally any shadow in the game. The results are variable and range from simply making a car honk to activating a machine to cast a shadow to continue. In fact, some objects can be the key to continuing and reaching the end of the level. Even the most common objects transform into resources and become trampolines or real “means of transport”. In addition to interaction, the protagonist can literally take control of some vehicles and then drive them within the game area.
What makes SCHiM even more intelligent and well thought out is the ability to change the view. The fixed camera allows us to change some angles. It goes without saying that changing the perspective and the light leads to a different shape of the shadows. A simple method, but one that transforms the gameplay through a simple rotation of the camera.
![SCHiM gameplay](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-18.18.36.72-1400x788.png)
![SCHiM gameplay](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-18.30.21.100-1400x788.png)
![SCHiM gameplay](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.09-18.08.55.65-1400x788.png)
A Great Display of Aesthetics
As we mentioned in our preview article on SCHiM, the game presents itself as an isometric platformer, created in 3D, with evident use of mocap techniques. The use of light and shadows is the core of the game’s dynamics.
The choice of this aesthetic, with such high-contrast chiaroscuro, is a clear homage to the tradition of Dutch animation, such as that of George Debels, we suppose, or Lotte Reiniger, foundational figures of the Netherlands‘ graphic style.
![Lotte Reiniger](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1024,h_668/https://indiegamesdevel.com/wp-content/uploads/2024/07/26194843431_1f378991de_b.jpg)
The color palette that serves as the background is perfectly balanced, but it can be completely altered with a tone customization system. While this can be fun, we believe it makes more sense to stick with the original colors chosen by the developers, as they have a contextual relevance to a particular scene.
![SCHiM color](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.05.31-23.34.03.04-1400x788.png)
![SCHiM color](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_1400,h_788/https://indiegamesdevel.com/wp-content/uploads/2024/07/Schim-Screenshot-2024.07.08-17.43.02.40-1400x788.png)
Our Opinion
SCHiM is a little jewel, original, intelligent and engaging. The care that the developers have put into this product is undeniable. Despite the options unlocked once the game is finished, it lacks replayability as fascinating as it is. A risk mode and one that doesn’t involve double jumping. While it adds more challenge, in my opinion it doesn’t provide too much incentive to replay the levels. For completionists there are several collectibles throughout the levels. Some are very simple to find while others will require quite a bit of effort for the player who wants to look for them. The graphics and music are another important and strong feature in the game. Despite their originality, in the long run they can fall on the side of being too flat during the adventure.
They also announced the release of the physical edition of SCHiM, which will be available at major retailers in the Americas and the EMEA region. This edition includes the main game, four bonus art cards showcasing scenes from the game, and cover art by Janna van Abbema. It will be available in stores starting October 25. The exclusive edition, on the other hand, will include an 11″x17″ Street Scene poster with four Character & Shadow sticker sheets, as well as exclusive cover art by Owen D. Pomery.
Despite minor flaws, SCHiM is a relaxing and captivating adventure. Don’t be fooled, though, as there will be moments requiring the timing and precision of a challenging platformer.
SCHiM is available from July 18, 2024, for XBOX, PLAYSTATION, NINTENDO SWITCH, and STEAM.
Version tested: STEAM.
SCHiM
PRO
- Original artistic section
- Good balance between relaxing and challenging phases
- Rich and well-kept game world
CON
- It risks being repetitive
- Little replayability
![SCORE: 8 SCORE: 8](https://cdn.indiegamesdevel.com/client/to_auto,q_glossy,ret_img,w_60,h_60/https://indiegamesdevel.com/wp-content/themes/igdmag/scores/8.png)