I'm in, and mulling over ideas.
As is my usual approach, I'm devoting Friday night to figuring out what my design plan is. My goal is to do something different from my LD#23 entry, and so while it's tempting to make a sequel to it in Pico-8, I'm committing instead to the Dodecahedron Plan. In a sense, a dodecahedron is the smallest possible "hex map" of a spherical world. It's got compelling graph connectivity properties; it's a good comfortable size - snug, but not cramped, in terms of where one can put game objects; pentagons are approximately circular. There's lots to like about dodecahedra. (Did you know that if you inscribe a dodecahedron in a sphere, it takes up more of the sphere's volume than a similarly inscribed icosahedron?)
Now how the heck do I model this thing in a game? Perhaps I should start by considering its dual, the icosahedron, which has the game-useful property of describing the connectivity of a dodecahedron's faces. Much to ponder.