Ahaha. Thank you so much! That, honestly, is the best mix of emotions that I could have hoped to evoke with my entry.
The planet is mostly shader magic! It's five layers: water, landmasses, cloud shadow, cloud (sized slightly bigger than the others), and a non-rotating shadow overlaid over the whole thing. The layers are each done in greyscale and colorized via values fed into the shader, and the shader also inflates the rectuangular textures into a "sphere". (It's still 2D so it isn't a proper sphere. Shaders are spooky but 3D is even more so.)
The shader handles the bulk of the "rotation" by shifting the textures, but also the planet object is rotated in order to get a rotation that looks like it's not fully along one axis or another.
Oh! You also used Godot, one thing that was integral to the look of the planet was setting the texture filter to Linear instead of the usual Nearest for pixel games. Gives it that sort of softness.
And all this for a fart game. What *have* I done.
Thanks for playing, and for the incredibly kind comment!