(I read the original post and skimmed over the following thread. I’ll be replying to that. If what I’m saying was already discussed well,… Here’s a biscuit. -Hands biscuit.-)
I find an issue with this. It sounds a lot like one of those strategy games from the 90s that had five dozen buttons on screen and a lot of text coming from everywhere, but very little to no text on the buttons themselves. All of this was thrown at the player at once, and for new players it was simply overwhelming. If you put this in the hands of someone that already knew how all the systems you have in place work, they’d find it very engaging and fun. Both the 90s strategy game and the setting you’re proposing. However I feel new players, just like in that case, would be quickly overwhelmed in this case by all the stuff that they need to manage and was just thrown at them.
You could do what… I forget his name, did on the new Super Mario titles and work based on small arcs of gameplay that A) Introduce a game mechanic B) Reinforce it some more C) Reinforce it a little more and D) Give the player a last challenge that they need that mechanic to conquer, and as such will feel pretty good about themselves afterwards.
If you think about it, this is also how TLoZ games work when it comes to dungeons themselves.
Problem is, if your game is narrative driven (which a lot of puzzle games as of late are), this way to present problems won’t make any sense. "Why is my ship breaking apart worse and more often the-- You know what, scrap all that. I just had an idea.
Let’s say that the game is not very narrative driven. There is a setup, and the game experience itself is broken down into two parts. The first where the ship is old and needs constant tuning up and little hotfixes here and there. This would allow the new Super Mario approach where you introduce and reinforce game mechanics on a relatively low stress environment, and around the middle either a battle goes south (if the ship is something like a militar vessel), or it’s attacked by pirates or something. Heavy damage is sustained, and after that point all the systems you’ve managed one or two at a time hit the proverbial fan all at once. You could limit your role in the game to that of the ship’s engineer, and substitute tutorials and atmosphere breaking text with worn out manuals and post it notes or something to relay infromation. And either fill those with ALL the needed information to make things work, or take some small Soul-like design choices if you think the player will die-fail a lot trying to figure the small details out and you’re okay with this. Things like making the gameover sequence play out fast, make it so they can go back relatively close to where they died, and so on.
However then, it wouldn’t be all that much a typical (or even atypical) puzzle game. Instead it’d be more in the vein of resource management. Except in this case you’d have only so much of something and would be choosing how to allocate it to keep everyone alive and the ship going, instead of finding ways to extract more resource. Pretty much like a more complex Dungeon of the Endless, if you’ve happened to play that.
Edit: I just saw the debate over combat inclusion. Just to clarify, in this pitch I’m providing you wouldn’t be fighting yourself. You’d see colored flashes coming through your window to the outside and a couple screenshakes and sound effects, but your gameplay would be limited to managing resources.
ACTUAL IMPORTANT EDIT: And then I read the rest of the thread. I don’t have much of a pitch for this one, however, I’d recommend you try out Her Story if you haven’t. Also that you look at ARG games and series like Marble Hornets or This House Has People In It. The former to see how this balance of mystery can be applied to a game (I think it’s free on itch.io) and the latter to find out ways you can work around that spoonfed clue/hidden clue balance, since they did so fantastically. IF YOU DON’T HAVE THE TIME to search this up and delve into the concepts, go to Night Mind’s channel. His digests on this stuff give a pretty good idea of the methods they used to work with the audience. In fact the guy has covered multiple ARGs that worked well by leading an audience with breadcrumbs.