In this article the countertext method is tested as an experimental psycholinguistic procedure in relation to the peculiarities of perception of a literary game text. A game text can be understood as a work in which a language game performs plot-forming and meaning- forming functions and requires the recipient to decode game codes which are unique to the author’s idiostyle. In this regard, the depth of understanding of the text depends on the level of its complexity, partially determined by the leading gaming technique, and the interpretation strategy that corresponds with the degree of formation of linguocultural and linguocreative competencies. The object of reader reception in this study is the novel by S.D. Krzhizhanovsky “Drawing by feather” (1934). The game technique used in it is grotesque, which highlights the author’s idea through intertextuality and linguistic allusive- symbolic markers. Game codes lead to implicatures that one need to decode, thus make perception of this text peculiar. The results obtained during the experiment with philology students demonstrate the variety of aspects of perception of the author’s intention and degrees of understanding of the text. Specific strategies relevant for the analysis of game text are identified: situationally compensating plot and orienting strategies, dialogue and intertextual strategies, the game “connection” strategy, and the strategy of metalinguistic commentary, which is relevant for philology major respondents. The study determines the prospect of refining the procedure of the experimental method of countertext.