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In Subnautica you can play the game normaly and pick up a scanner item where you can scan fragments to unlock other technology or scan your enviroment/fish which gives you lore in your PDA the PDA being basically a lore library.


And in Hollow Knight there are a lot of lore tablets and and NPC's that in the dialogue will tell you something about the world there is also something you can unlock in the early game which is a journal that tells you the lore of the enemys if you beat them enough. The Terrain/Enviroment is also so detailed that it basically tells the story itself

Sounds fine, then. Again, don't make the gameplay complicated enough to distract from the story but this kind of storytelling should be okay,

Ok I have an idea: to summ it up theres a parasite and you need to beat it and in the areas you push back the map slowly recovers/heals back to normal which also affects otherthings like a real ocean would work. Basically everything has it's reason which you can figure out on your own/make your own spin to it and since you play as a marine bioligist you can use your scanner to get information about the area/animals

Does this fit the jam's theme?

I'd have to see the finished product to say for sure but as I understand it, right now it's focused on beating the parasite in a more adventure/survival way? With regular fights or without... I'd say if it's more of a puzzle where you actually have to learn the lore to beat the parasite, I wouldn't remove the entry but, like, you have to make it important, no brute forcing the way to win while skipping the whole story allowed.

Is it okay if I make half visual novel and updated it daily even after the event ended?

Half as in demo? Yes.