So... are you actually using .NET 3.5 now? I tried it with 2.0 and it didn't work (bad sln file format version).
I couldn't open it in the VS IDE either. When I opened the .csproj file alone in the IDE, it worked fine. After adding the Reflect project, downloading OpenTK and extracting the two DLLs into the directory, and changing all the "var"s to the real variable type, it compiled and ran in the IDE just fine.
Also, after looking at the current implementation, obviously, you will eventually change the need for "CoolFont". Other suggestions that you may or may not have already planned, based on what I've worked with on cellphone games:
1. A function/property "(Set/Get)CharSet" which takes a string defining what characters are in the image in what order.
2. A function/property "(Set/Get)TextColor" which can change the color of the font, since the drawing is using graphic sheets instead of framesets.
3. Possibly similar functionality for scaling, for the same reason?
3. Determine the base character size by image cell size
In our framework at work, DrawString actually takes in an X, Y, String, and an anchor, which is a logical OR on some flags: TOP, VERTICAL_CENTER, BASELINE, BOTTOM, LEFT, HORIZONTAL_CENTER, and RIGHT. The anchors correspond to what the X and Y are actually pointing at (the BOTTOM HORIZONTAL_CENTER of the text for example). It then offsets the x and y based on how big it calculates the string to be based on those flags.
There's also another function, DrawStringInRect, which takes in the string, a rectangle, and anchors. The rectangle defines what rectangle to stay inside. Again, the anchors can center the text within the rectangle, or right-align it or whatever.
Of course, you couldn't really fit any of those into one call with three parameters. Unless you did that visual editor idea with the attributes thing, which would then have one parameter be the whole rectangle.