Wow, this is looking to be something big! I really love what this game is going for in terms of having to use your resources cleverly to survive, and overall the game just feels so professionally constructed and left a great impression on me, what with its stunning visuals, vibrant world, intuitive design, attention to detail, and so on and so forth. There's a lot of interesting touches like having a dino pal and escorting your family that adds some uniqueness to the gameplay as well.
It's definitely solid already, but here's some feedback to help it along in its journey to full release:
*Some of the platforming and physics could be a bit janky at times. There were a couple of times that I was able to wall-jump straight up when I shouldn't be able to, done by jumping near the bottom of a wall I was sliding down, I think. Other times I was able to land on this weird spot on a platforms edge where I wasn't on the platform properly, but I wasn't clinging to the edge either, just kinda awkwardly standing there in the air. The dodge roll + jump combo felt really awkward too with the way it doesn't preserve your momentum but suddenly slows it down in mid-air when the roll animation wears off.
*When you encounter something that can be destroyed but not without special tools, like thorns walls, the player should have a different reaction when they try to hit it, like bouncing backwards or a sharp deflect sound, as right now it acts like if you were hitting a normal breakable wall which can confuse the player into thinking they just need to keep hitting it to break it when they can't.
*I feel like tall grass should cause your player to animate differently like they're struggling to walk, as well as having the grass shake around and play a ruffling sound effect, to really sell the aspect of it slowing the player down: it's easy to not notice at the moment.
*Having to escort your family is somewhat charming and can forge an emotional attachment, but I can image it ruffling a lot of player's feathers to have to micromanage them so much and they end up hating to deal with them.
*I'm not sure if I like the whole exp/leveling system. For one, I find it weird that it is locking away critical upgrades like double-jump and dash, because that means the game won't likely ever get challenging enough or have puzzles that require those since it needs to account for players who don't choose those. A lot of the upgrades also feel like fluff: why bother increasing my spear inventory when the puzzles that require spears will always feel obliged to give me an infinite amount right next to them so I can solve them? Apart from that, I also just don't like how it encourages you to rampantly grind/kill everything in order to get experience, including harmless stuff like bugs and fish: surely stealth should be rewarded in a survivalist experience, but by having experience points, you need to kill in order to level up.
Anyway, this has loads of potential and I look forward to the final release! Hope my rambling helps somewhat, though I understand that some of the complaints like about the leveling system are too deeply entrenched to change now: still wanted to explain my feelings though!