By Caleb Wilson (as Boswell Cain) (Parser; IFDB)
Written for Parsercomp 2015 on the theme of ‘sunrise’.
(Cover art: SIX GRAY RATS CRAWL UP THE PILLOW in sans serif font overlaying blue-tinted countryside scenery)
On a hundred florin wager, you spend the night in Count Ruggino’s house. No, you are definitely not afraid of ghosts. Definitely not.
There was deeper story than I’d expected, delivered in an unexpected way. I certainly liked how the memories telescoped out and were treated as an inventory object, a la Lime Ergot. The writing is half jocular, half dignified and retains the air of quiet amusement through the game.
The one puzzle in the game is made out of very many small moving parts; I found myself picking up and dropping a lot of things. In itself, this isn’t necessarily a bad thing, especially since the puzzle itself was relatively straightforward. It was just that, without implicit actions, the game became repetitive.
Six Gray Rats has a simple enough story with an uncomplicated puzzle. Despite my little grouse, it was still entertaining, even if not absolutely memorable.