"Threediopolis" makes no pretence of being much more than a crossword puzzle, of sorts. Not actually a crossword, per se, but the idea is similar. We're looking for words that can be formed from the directional abbreviations. Once I knew that, though, I began entering whatever words sprang to mind from possible combinations of letters, without much consultation of the list of clues; there are a bunch of objectives that I found in that manner, and I suppose I shall have to replay to find out what the clues to them were.

One way in which the game appealed to me was through that compulsion to obtain the Last Lousy Point. Of course I wasn't going to "finish" the game without having solved every single clue given -- that's a matter of pride.

There is no story to criticise. The writing is clever and friendly, but it doesn't do much more than convey the puzzles. This is not a criticism: I've seen games ruined by poor storytelling, and it's almost a relief that in this case, when the puzzle aspect is so central to the game, there is not much of a story to get in the way.

It would be interesting, I think, to begin making more puzzles of this sort: replace the directional abbreviations with other letters, and go from there.

Waffles. Have you ever noticed how, while the hollows in your waffles are very good at holding syrup, they also prevent you from spreading the syrup with a knife? You'll have to pour your syrup deliberately and selectively into the waffle hollows. There's also a slice of honeydew melon and a frosty-cold glass of orange juice.