REVIEW
Written byDethyan
Little Ghost starts with a simple premise full of personality. The game takes an ordinary home office, places a little ghost inside it, and transforms everyday objects into a vast universe to explore. Created by Sync Book Games, it presents itself as a laid back Metroidvania. The idea here was never to compete with the genre’s most punishing titles, but rather to win over players with its atmosphere, the curiosity to explore every nook and cranny, and its art direction.
Everyday Life Seen on a Different Scale
The protagonist, originally designed by Leaf Riifuneko, must make her way through this office, which has been turned upside down by the wind. Because of her tiny size, an ordinary bookshelf takes on gigantic proportions, an open sketchbook hides a world of its own, and even an old computer becomes the setting for an adventure. The game doesn’t need to rely on gloomy castles or classic monsters to create an interesting map. By shifting our perspective on scale, things that would otherwise be mere background decoration now dictate the path and visual style of each region.
All of this comes to life through an aesthetic that blends collage, paper cutouts, hand-drawn illustrations, and digital elements without making any effort to hide the seams between these materials. The visuals have a handcrafted, sometimes even slightly chaotic feel that fits the game’s crazy story like a glove. The plot involves the occult, corporate conspiracies, and the secrets of the mysterious Prime Products Division. I really like the contrast between controlling such a friendly little ghost and being in the middle of a journey full of bizarre ideas.
Familiar Mechanics with Their Own Identity
When it comes to gameplay, *Little Ghost* doesn’t try to reinvent the wheel. Abilities like the grappling hook, mid-air dash, and floating are old favorites for anyone who’s been playing Metroidvanias for years, and there’s nothing wrong with that. Not every game needs to come up with some out of this world mechanic to be fun. The key lies in how these tools interact with the environment. Unlocking a new move to reach a high spot is something we’ve done thousands of times in other games, but doing so by climbing stacks of paper and giant office objects adds a unique twist to the journey.
The map follows that classic structure of interconnected paths, shortcuts, and back and forth travel through familiar areas. But finding a secret passage amid school supplies and computer cables has far more charm than exploring yet another generic cave. Since the game has done away with the currency system and direct combat, you progress purely through exploration, overcoming the platforming challenges posed by the environment itself and talking to whoever you come across.
Even the bosses follow this approach and function as major challenges involving movement and logic. For those already familiar with the genre, it’s a smooth ride without any major headaches, especially with so many save points scattered across the map. Those looking for over the top bosses and reflex tests pushed to the limit (Hello, Nine Sols) will find it all too easy, but it’s clear from the start that the focus here is elsewhere.
A cast that’s just the right amount of weird
Along the way, the dialogue puts you face to face with occultists, oddball characters, conspiracy theories, and plenty of absurd humor. A really cool twist is that some of your former rivals end up becoming friends and turn into playable characters. This gives these encounters real weight in the game, which fits perfectly with a title that prioritizes conversation and curiosity over all out brawls.
The story also doesn’t waste time spoon feeding everything to the player. It simply throws you into a world where magic and office bureaucracy share the same desk, and that absurdity is part of the fun.
The real treasure lies in the Tarot cards
If I had to choose a single thing to praise above all else, it would easily be the collectible Tarot cards. Director Alan Abbadessa designed a complete 78-card deck inspired by the classic work of Pamela Colman Smith, the artist behind the famous Rider Waite Tarot. The illustrations were handled by Eduardo Alexandrino (Salve Brasil!!!) and Taki Kishala, who blended traditional Tarot symbolism with the characters and in game references from *Little Ghost*.
The quality of this art deserves a separate mention. It’s a far cry from those generic items that developers scatter across the map just to pad out playtime. Each card features an incredible attention to detail, linework, and color the kind that makes you pause the game for a minute just to admire the screen. (Actually, this happens in the game all the time.) Some of them even help you progress through the campaign, but the beauty of the artwork alone makes it worth the effort to hunt them down one by one.
In a game style that almost always rewards our effort with nothing more than an increase in the map completion percentage, it’s great to find something that serves as a true visual reward.
A music collection as authentic as the game
The soundtrack also breaks the mold. As you explore the levels, you collect audio files to play on a little device on the screen that strongly resembles the interface of an old Tamagotchi. In total, there are 119 tracks, featuring songs from over 20 independent bands and podcast episodes. The curation spans a variety of different styles and introduced me to excellent artists I hadn’t heard of before, such as Catie Lausten and Nehedar.
I really like this idea of turning the soundtrack into something you discover little by little as you explore the map. The music stops being just background noise and becomes part of your personal collection, serving as an invitation to discover new bands from the underground scene.
As for the podcast episodes, they help reinforce the surreal atmosphere of the universe, but I have to admit I missed having a simple button to separate the spoken-word programs from the music. When you just want to let the bands play while hopping from one place to another, stumbling into the middle of a podcast breaks the rhythm a bit. It’s a small detail that would make the player much more practical for everyday use.
Who This Game Is Really For
What won me over most about *Little Ghost* was seeing how all its crazy ideas fit together so well. The tiny protagonist, the paper cutouts, the Tarot deck, and the selection of bands all seem to come from the same creative mind. There’s a lot of soul even in the simplest parts of the project.
Still, it’s good to manage your expectations before you start. If what you’re looking for in a Metroidvania is complex combat, hair pulling bosses, or menus full of gear and stats, you won’t find any of that here. The game is accessible and has a much calmer pace by pure creative choice, knowing exactly which audience it’s aiming for. Likewise, the visually information heavy style and the humor full of odd references might not appeal to everyone, though for me they were a big part of the charm.
Little Ghost perfectly demonstrates how a small studio can deliver a game brimming with identity without having to reinvent its genre. The movement feels great, exploring the office is fun from start to finish, and the low difficulty level clears the way for those who just want to enjoy the journey. Ultimately, it’s the creativity of turning a messy desk into a world, the off the wall humor, and, above all, the spectacular illustrations of the Tarot cards that make this game shine.
I highly recommend it to anyone who enjoys exploring maps at their own pace, appreciates hand drawn art, wants to listen to great indie music, and has a soft spot for indie games that aren’t afraid to be quirky. And if you can, play with a controller to make the experience even better.
— Dethyan / Noobsnoplay
