While kouri's Ib doesn't have many characters, the few that there are manage to become rather fleshed out in a very short space of time, especially for a horror game. They are listed below with their associated tropes.
Warning: Spoiler Alert. Playing the game is recommended before going any further.
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The title character and protagonist of the game, Ib is a simply a young girl that visits the art gallery with her parents. When everything gets worse, Ib must solve puzzles and dodge evil paintings to somehow find a way back home.
Adorably Precocious Child: She's only nine and she can figure out puzzles that many adults would have trouble with. On the other hand, there's quite a few words she doesn't understand.
Beware the Nice Ones: She's such a sweetie, until the final confrontation with Mary. Burn the painting. Particularly if you're going for the "Forgotten Portrait" ending, in which case Ib goes to the trouble of going back for Garry's lighter...
Break the Cutie: While she's a lot more quiet about it than Garry and Mary, she shows signs of cracking earlier than either of them. She is upset by the painting of her parents, she hallucinates constantly, two of her hallucinations are of herself hanging, she has to see at least one of her friends and possibly both of them go insane (which is of course upsetting), and in a really bad playthrough, she is so traumatized by being unable to save Garry that she collapses and never gets up again.
Constantly Curious: She asks Garry questions at any opportunity. What does "abstract" mean? What does "tryst" mean? Why is Garry's coat all ragged? Why does Garry talk like a lady?
Despair Event Horizon: Ib suffers one in the "Welcome to the World of Guertena" ending and the "A Painting's Demise" ending, when she finds Garry having been driven utterly insane by the dolls and is unable to bring him back. She does not recover.
Death by Despair: In the last scene of the "Welcome to the World of Guertena" ending, she looks kinda dead.
Heroic Mime: Ib has no dialogue lines of her own; the player only learns what she says via occasional dialog options and other characters' responses.
Hime Cut: Goes well with the Author's idea of her.
Mummies at the Dinner Table: Possibly in the "Welcome to the World of Guertena" ending. Either she's dead or she's so far gone that movement and speech are beyond her ability; either way, she was disturbingly still during Mary's celebration over the fact she found two friends and plans to keep them forever.
Not So Stoic: There are definitely moments where how much the gallery is really bothering her shows. At one point Garry notes that a certain thing they run into even has Ib bothered, after an encounter with a bunch of attacking artworks she faints and has nightmares while she's passed out, she hallucinates a lot, Garry going insane in the Doll Room causes her to slap him in the face, and Garry really going insane in the Doll Room causes Ib to completely lose her will to live.
Sanity Slippage: The gallery definitely is affecting her in a negative way, as demonstrated by the fact that she constantly hallucinates, and if you get the "Welcome to the World of Guertena" or "A Painting's Demise" endings, Ib suffers a complete breakdown and doesn't recover from it.
Silent Protagonist: It's possible to see nearly all of the game with "..." being all she says.
The Stoic: Doesn't say much or express much, especially for a little kid.
A mildly flamboyant young man that Ib runs into and saves, he decides to travel with Ib and find a way to escape with her.
Ambiguously Gay: Ib even comments on this if the player chooses to. Of course, it's less apparent in the English version, since there are no gender-specific pronouns and no voice acting in the game.
Beware the Nice Ones: He's very kind to children and goes out of his way to make sure Ib's doing okay. He also is prone to kicking things over if they upset him. If you attack the little girl he's been trying to protect, he will knock you out. If you attack him for trying to do you a favor, he will knock you out. If you persist in chasing him and aforementioned little girl with a palette knife, he won't bother with knocking you out this time; he will 'burn''''' you.
Big Damn Heroes: Under certain circumstances, Garry ends up saving Ib from Mary, who'd just pulled a knife on her.
Bishōnen: Pretty cute for a guy. A few people mistook him for a girl when they first saw his sprite.
Chekhov's Gunman: He's one of the many people in the gallery at the start of the game.
Cowardly Lion: He freaks out about a painting spitting, at one point something that might have been a vase (too dark to tell) falls over and he screams, and the gallery in general just scares him. A lot. And yet he'll push all that aside if there's something that really needs doing.
Deuteragonist: You play through a pretty large section of the game as Garry and so see quite a bit from his point of view. Also, The Reveal happens while you're playing as him, and how he handles an event that happens right after that affects the story in pretty major ways.
Distressed Dude: When you first meet him, you have to save his rose from getting destroyed. Later on, if he fails the Doll Room event, Ib has to save him again... unless you're on the path for a couple certain endings, in which case there is no saving him this time.
Friend to All Children: He's very kind to Ib, going out of his way to make sure she's feeling okay, helping her with words she doesn't know, etc. He shows the same amount of care where Mary is concerned despite sometimes getting annoyed with her. Given his reaction to finding out Mary's true nature, he doesn't seem to extend this kindness to paintings.
Good Is Not Soft: He cuts Mary no slack despite the fact that she's just a little girl. He has no qualms with knocking her out and leaving her behind, and assuming he survived the toybox, he personally sets Mary's painting on fire when she tries to kill him and Ib.
Heroic BSOD: He suffers a mental breakdown if he's caught in the doll room. How you've played up to that point determines whether Ib is able to snap him out of it or not.
Laser-Guided Amnesia: If he gets captured in the doll room, he forgets what he just learned about Mary. It doesn't last long, though; he remembers it just a few minutes later when Mary tries to knife him.
Memento MacGuffin: When you take the option to give the handkerchief to him for his wounds (you must have a high bond level or have talked to him frequently to get it), you will able to see the game's best ending.
Mummies at the Dinner Table: Possibly in the "Welcome to the World of Guertena" ending. Either he's dead or he's so far gone that movement and speech are beyond his ability; either way, he was disturbingly still during Mary's celebration over the fact she found two friends and plans to keep them forever.
Mysterious Past: We never really learn why he became trapped in the same world with Ib.
Nice Guy: He is very kind and helpful to strangers. He is also good with kids.
Not Himself: If the dolls trap him and mess with his head, he acts so differently from how he normally does that Mary concludes that he must not be the real Garry. Thankfully, Ib concludes otherwise.
Oh Crap: He has several of these, but the biggest would be when he realizes Mary had followed him and Ib while hiding in one of the houses in the sketchbook world.
Only Sane Man: Compared to Ib or Mary, he can come across as this. He is also a more literal example, since Ib keeps hallucinating and Mary is a painting. Except in 1.04, where depending on the player's actions, it's possible for Garry to go completely and utterly insane and not recover.
Sanity Slippage: In Version 1.04. If you get the "Hanged Garry" message, Garry will start to feel like there's something around his neck when there's nothing there. Also, depending on player actions, it's possible to get an ending where Garry getting captured in the doll room drives him so utterly insane that Ib is unable to bring him back to reality.
Take Me Instead: If Mary gets Ib's rose in the toy box, Garry trades his rose for Ib's to save her life. It ends badly for him.
What the Hell, Hero?: The blue doll who stalks Garry and wants to be friends with him becomes a lot less friendly and tells him how hurt she feels if he kicks her instead of just nudging her aside.
Why Did It Have to Be Snakes?: For Garry, dolls. They creeped him out from the get-go. One of them stalking him down a hallway creeps him out even more, and the time a whole bunch of them locked him in a room was a rather traumatizing experience. By the end of the game, Ib investigating one of them causes Garry to warn her not to touch them.
Would Hit a Girl: He knocks out Mary after she either tries to stab him or threatens Ib with a palette knife.
Attention Deficit... Ooh, Shiny!: Kinda doesn't listen to Garry's warning about the importance of their roses at all because she becomes distracted by their prettiness and then rambles about her favorite colors. It turns out, however, that her rose is fake and nowhere near as important to her as Ib's and Garry's are to them.
Bitch in Sheep's Clothing: She's just a sweet little girl who wants to be friends, and she stabs mannequins for simply being in the way. Tries to ditch Garry when he obviously needs help. Chases her friends with a palette knife. Locks them in a toy box. May even kill them.
Blondes are Evil: Or if not evil, lonely paintings that come to life and want to kill someone in order to get out into the real world.
Constantly Curious: She's always asking questions of both Ib and Garry. Has Ib ever seen snow? Why won't Garry explain what this book is saying? Can you eat a plum/cherry tree? Does this scarf look good?
Disappeared Dad: She comments on how she doesn't even have a dad, and so would like to meet Ib's parents.
In the ending "A Painting's Demise", it's revealed that she considers Guertena her father, and seems to miss him.
The Ditz: Though this might just be because she's only around Ib's age, which is nine. Or because she's a painting that really doesn't know any better.
Freak Out: Has a particularly nasty one when she learns that Garry has found out what she really is; she starts going around stabbing things, becomes extremely clingy to Ib, tries to attack either Ib or Garry, and basically stops being the sweetie she was introduced as.
Kick the Dog: Throwing away Garry's lighter/eating the candy he gave to Ib in the "Together, Forever" ending.
Knife Nut: At one point, she finds a palette knife and decides to keep it, "just in case". If you succeed in the Doll Room event, Mary pulls the knife on Ib when she thinks Ib's going to abandon her. If you fail in the Doll Room event, she pulls the knife on Garry when he tries to give her rose back after she drops it. At one point you can catch her stabbing a mannequin head over and over because it won't move out of her way. And when she's looking for them later in the Sketchbook world, she still has her knife out. And should you find her painting, run.
Little Miss Badass: While still obviously very childish, when she realizes that something's wrong when she "escapes" the painting world in "A Painting's Demise", she pulls out the palette knife immediately if she has to defend herself. Not that she can defend herself from what is essentially the world itself, but still... Essentially, a little girl even the monsters chasing you fear.
Not Growing Up Sucks: Some of her dialogue in the brown area and in Guertena's True Exhibit implies this; at one point in the brown area, Mary wonders why adults are so tall, if she'll be tall like Garry some day, and says that she wants to grow up soon. In Guertena's True Exhibit, she rattles off a whole list of occupations she wants to have when she grows up.
Pinocchio Syndrome: Wants to live in the outside world and have friends. She's willing to murder people to do it.
Sanity Slippage: At first, Mary might only seem a little bit off, but by the time they're all in the sketchbook world, it's prettyobvious she's not entirely stable.
A Sinister Clue: She's left-handed. This only becomes apparent when she starts swinging knives around.
Slasher Smile: Has a freaky particular one at the end of "Welcome to the World of Guertena".
Tragic Dream: In most of the endings. her dream of escaping to the human world is foiled. In some endings, Ib and Garry kill her, in some variations of "Ib All Alone" she is simply forgotten, in "Welcome to the World of Guertena" she gives up on the idea as she doesn't want to leave Ib alone, and in "A Painting's Demise" she tries to escape... and can't.
Tragic Monster: Most of the artworks are monsters and wlliing to kill Ib, Garry, or both. Including this one.
Tragic Villain: Her primary motivation throughout the whole game is that she wants to live a normal human life, but given the nature of the painting world — of which she herself could even be called a monster resident of — and the protagonist's obvious desire to get out of there as quickly as possible, she has to resort to desperate measures.
Averted in the "Together, Forever" ending, where she does get to live as a human.
Walking Spoiler: It's hard to talk about Mary as a character without spoiling over half of the story.
What Happened to the Mouse?: In a couple of the "Ib All Alone" endings, Mary isn't dead yet. What does she do in those endings? We don't know.
Balloon Belly: Dialogue states that some of them have bigger stomachs than the others. This means that they have items contained in them.
Behind the Black: One doll teleports (see below) when off screen. However, this happens in a (fairly) well-lit hallway with no obstructions to Garry's sight. Garry should be able to see the doll appear, but it is implied that he doesn't as he never comments on seeing it move in front of him.
Chekhov's Gunman: The giant doll. While she first appears in the "Red Eyes" painting, after that you only see her before the doll room event under certain circumstances. She occasionally pops up behind bookcases and the like. It just seems like another thing kouri threw in to freak out the player... then you get to the second doll room. There she is.
Creepy Doll: Oh so very much, although it's played with a bit in-universe. Garry is understandably creeped out by them, but even though Ib doesn't see them as dolls at first because she's hallucinating, she does see them later on, and rather than seeing them as "disturbing" she just notes that they're smiling. And blue. And as for Mary, they're her dolls, it's strongly implied she made them herself, and she thinks they're adorable.
Driven to Madness: They inflict this on Garry if he fails their little game. Depending on how you've played up to that point, it's either hardly effective at all or permanently damaging.
Stalker with a Crush: One of the dolls seems quite taken with Garry. She stalks him down a hallway and keeps writing messages asking him to take her with him, or begging him to stay with her, and even after he either gently nudges her aside or kicks her, she keeps following him, although if he does the latter, she suddenly leaves messages that are far more threateningly worded.