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First, suppose that the player is allowed to move freely on the map. Also assume that the curvature K is fixed.
Then there is always a function f(x) from the basic surface of curvature K (sphere, plane, or hyperbolic plane) to the game world. To find f(x), just connect the starting point 0 on the basic surface and x with a line, and make the player follow exactly the same line in the game world. The result does not depend on the choice of the line (0-x) -- since the curvature is the same on both maps, homotopic lines will end in the same point (at least that's my intuition), and since all the basic surfaces are simple connected, all lines are homotopic.
If the function f is a bijection, we are basically playing on the basic surface. If it is not, then one point of the game world corresponds to many points of the basic surface. This happens if we wrap the world in some way. (Imagine a square, connect top and bottom edges with portals, and connect left and right edges with portals -- then you would get a different world with Euclidean geometry, a torus, or a Klein bottle, if you connect them weirdly. Some deep levels in my my other game (Hydra Slayer) have a torus or Klein bottle topology. The same can be obtained in hyperbolic geometry, for example by placing portals around a single chamber in the Emerald Mines.)
We could do such wrapping with a sphere too, but we will only get even more restricted world. One interesting example is the projective plane, which is obtained by making each point the same as its antipode. If you went around the globe to your antipode, everything would look just as your home location, but mirrored (this happens in Hydra Slayer too, on the Klein bottle levels).
It changes if we remove the assumption that the player is allowed to move freely. For example, if we remove a point of the plane, the surface stops being simple connected, so a path which circles around the removed point on the plane could actually lead to a different point in the game world. It would like as if the world had a pillar in the center, that you could walk around to get to a different place. The same if we remove two points of a sphere: if we do not allow moving to a pole, we could get into a completely new location by going around the world, and to infinitely more locations by moving around the world more times. But I think that forbidding the player to move on the poles defeats the point...
But spherical geometry is "too small" for a proper game if you want to keep a simple grid. Even (5,6,6), closest analogue to Euclidean (6,6,6) and HyperRogue (6,6,7) has only 32 tiles on the whole sphere. You'd have to subdivide those tiles.
Also, there's an interesting concept in Tolkien's Silmarillion; see Straight Road[www.glyphweb.com]. ;)
For example, smallest tile would be in center, and tiles surrounding it would be larger.
Well, then I do not think game would be very playable. For example, any escape against two monsters would soon end up in your death.
Here[www.korthalsaltes.com] you can see the net of a dodecahedron. The circumference of the circle with radius 1 has some small gaps. The circumference of the circle with radius 2 has large gaps, because it has the same number of tiles as the one with radius 1. The circumference of the circle with radius 3 consists only of a single tile, so it has a huge gap. One could fill those gaps by stretching the tiles.
The smaller the sphere, the stronger the distortion, and the larger the sphere, the more it resembles the Euclidean plane.