I wanted to like this game so bad, it hurts that it does not feel finished at all.
Visually, it's as default as it can get. It even uses Calibri. I like how printer friendly the layout is, but it is just not pleasant to look at. There are no icons, no visual identity in any meaning of the word. And I have honestly no idea why I was supposed to draw the waterline over the last page of the rules? Drawing over the text didn't seem to serve any gameplay purpose.
Continuing a bit on critiquing the layout, even the first paragraph still has "page xxx" as placeholder in it. All the text is in the same monotone font (no headings, subheadings, emphasis with bold or italic, etc.), this reads like the first draft of something.
In terms of structure, this was literally unplayable for me. I read through all six pages and could not figure out what the game loop was supposed to be. And as an aside, the game uses d100/2d10 interchangeably on page five, when the waterline navigation physically cannot be played with 1d100. It's not a big issue, it just signifies a lack of eye for details.
So yea, I did not play Marginal Adventurer, could not play Marginal Adventurer, and that's a shame.
I love the writing style with the intermittent self-awareness and dry humor. I love the physicality of it. It uses only 1 (or arguably 2) types of dice. I read through the first page and was hooked like with not a lot of other entries to this jam. But as a I continued reading, I sadly got increasingly lost where anything in the game was going, and that did not clear up in any capacity.