The name, and brief description, of Cluesweeper makes it sound dull and eminently forgettable: Minesweeper meets Clue. Boring.
But actually, it works pretty well. It's not really based on Clue(do); rather, clues provide a logic puzzle whereby you can exclude suspects.
Each level starts with one revealed square; the number indicates the number of adjacent clues. Unlike Minesweeper, you want to reveal these rather than avoid "mines", but you have a limited number of clicks to solve the level, so you want to "flag" non-clue squares as the Minesweeper logic makes them clear to avoid wasting clicks on them. This also avoids the basic problem of Minesweeper, in which you sometimes cannot determine a square's safety or lack thereof, and thereby lose randomly. Worst case here is you lose a click.
There is an equivalent flaw, however; when you run out of clicks, you are forced to make an accusation, and can still win by luck -- that is, the clues may not point clearly to anyone, but you might select the correct suspect at random from among those not already excluded. Needless to say, this kind of accusation would not stand up in court.
So... two conventional mechanics here, but tied together in an unexpected way, and actually fairly entertaining.