The sound design and the atmosphere remind me of Inscryption. :D
I’m not sure if you need nitpick-level comments, but it’s very easy to click through the text accidentally, especially the black-screen text. In a game that has good text, it could be an issue. Why it happens? Because the player will tend to zealously skip through the text they’ve already seen (e.g. the “your estimations were…”), but then sometimes there is something new in-between or after the sequence and they end up skipping the new stuff.
I was somewhat confused to read about the compass tool before it was introduced into the game, but it’s probably a jam build limitation.
The different scale shapes confused me a bit at the start. For some reason, I thought that I should draw these triangle-shapes to calculate the distance while I was expected to calculate the total length of a shape. Since it’s possible to lose very early in the jam game, I guess the main game would introduce these new mechanics in a less punishing way.
The compass is quite cool, I liked using it. It wasn’t very convenient to use it from a laptop without a mouse, but otherwise the controls were good enough (although I couldn’t see what RMB does). Maybe it would be cool to have a pen in my other hand to make a mark while holding the compass tool?
I find it quite hard to be spot-on precise (unless you already know the answer). It’s usually +/-5 or so. It’s not a big deal, but some players will want to have a 100% score and I wonder how possible that is with the precision of tools one has. It’s probably much more realistic when you get a compass as it can be used as a ruler tool.
Other than that, it’s an interesting idea for a compass tool. Drawing on a map is also fairly entertaining. Do you know the direction you’re going to extend the game? Will it have more map/route related features? Is it going to be focused on the story (could be challenging without introducing more elements, like the actual character or cutscenes, etc.)