Yeah let's return to this discussion on the server, this is an interesting design challenge. How to make a communication game single-player, delightful paradoxality there.
I think there's an inherent double challenge here, like you say, the game really lives or dies on the quality of its puzzles -- the ones here are not great puzzles. ((and puzzle in the wide sense)) But then the "communication game" also needs to work. So double challenge, making good puzzles, that also work well for the spoken format, and here solo. Whereas good puzzles themselves are already hard to design.