Thank you for responding, and so quickly at that! Sorry if my review felt overly negative, but I've never really been able to pinpoint what positive aspects I see about some games, so with reviews I usually just give criticisms while still saying I liked it. I should have given it higher than 3 stars though since most of the issues stem from it just being in early development (which I did change my review to 4 stars now, btw). I have actually played the game quite a bit, but I kind of have a weird habit of mostly just replaying the start of games like this a lot, so I haven't actually gotten further than the 4th week despite probably having around 20 hours in it, so that's why I haven't seen some of the later content.
Anyways, sorry If I make these too long, but I wanted to respond to some of the things you said as well as give some of my own ideas if you don't mind.
Travel:
I somehow completely forgot to mention fast travel in my review, but I didn't really like it overall. I really like practicality in my games, so spending 2 food every time I fast travel when I could just (slowly) walk there basically just means I wont use it at all and even if I do I will feel very annoyed about it. Also, some places, such as the alchemist's cabin, still take quite a while to travel to even with the fast travel. Since there isn't any resource management issues related to movement or time limits, I don't really see any reason for fast travel to cost anything when using it. If you really want to limit fast travel, maybe just make you only able to use it after having discovered the area for at least 5 weeks or something. As a final minor nitpick, it's sometimes quite annoying that it only unlocks after interacting with the sign rather than something like it unlocking when you first arrive at the area, since even when I did want to use it I realized I'd forgotten to interact with the sign and couldn't travel things.
As for things like actual run speed, I guess it would probably be more manageable if fast travel was better, especially since with 'scheduling' you wont need to walk all the way to meet someone if you want to train with them. However, there is also the issue of random events, which you need to explore the entire island for every week to find them. Though, also, I think that could be easily remedied if you made a chat option with people for 'recent events' or something, and they'll tell you clues to where the random events would be so you don't have to scour the entire island for them. For other uses of running, like running for enemies, I still think that the sprint perk needs to be much faster to be actually useful, and there really aren't too many times where being able to run fast would be incredibly helpful in dealing with those situations, so I guess you need to add more hard enemies that guard things or similar situations if you want it to actually be useful.
Dungeons:
You seem to still be working on dungeons so not much else to say about them. I have noticed that there aren't anything like traps or such in the current dungeons, though, so maybe add a few?
People:
I still think you shouldn't be able to recruit billy on the first day, to be honest. I think that the sense of progression should have some amount of time where the enemies feel way to harsh for you - then, you are able to get some help from the adults and are able to slowly progress your character while they do most of the fighting. However, eventually, you will need to build up your character more and the adults should start to feel like a crutch. I think a situation like this would be best:
The first few weeks, you should only be able to recruit the kids, and adults won't help you with any of the enemies. This makes it so the only enemy you can really handle at the start are the chickens. However, maybe some subtle or not-so-subtle hints will tell you that adults will be a big help if you manage to get their relationship up, and so once you do you get a big boost to your combat power. The player character is still weak, but you can start taking on bigger threats and actually earning some weapon XP with the help of the adults (coincidentally at the time where you probably have enough money to have a lot more choice in what weapon you want to use, so you wont feel as locked into a certain weapon type). However, perhaps the adults can't help you every day, or start to help you out less, or maybe what you have to pay to get their help becomes too expensive, so that even though it felt nice to have their help at the start, over-reliance on them becomes unpractical, pushing you to begin working more on getting your character stronger. I also think it would be nice if you can also train the other children to become stronger, and they might become something of a more reliable party you can use much more consistently than the adults but will require some investment to get them as powerful as you are.
Currently, the situation with adults feel more like you are just collecting adults like pokemon to use while the player character sits back and tries not to die so you don't lose wellness (which, by the way, wasn't very obvious was happening, maybe make something like "-3 wellness" appear over your character when you die). This is pretty bad for early game, and something like becoming so powerful that you don't need adults feels unrealistic since you are a child, unless you want to spend half of the game relying on adults.
The only other comment I have about people is that I think shops should be unlocked later or only after getting a lot of favor with someone. Even if it's nice to be able to access some things from paths you didn't go down I think it sort of ruins the progression feeling at the beginning of the game if you can just buy all of the things you can currently make, especially since skills take so long to train.
Other:
-Winning a battle gives XP to both weapon skills of the weapons you have equipped, while dealing damage gives XP to only one of them. When winning a battle, if you gained 27 XP to both weapons, it only counts as 27 XP towards the cap, while if you did 27 XP worth of damage that extra XP will only go to one weapon type while still adding 27XP to the cap, which counterintuitively makes not doing any damage in battles the best way to gain XP, since you train both weapons at once.
-There is no way to retrieve a rope after putting it down, which can be kind of annoying if you don't know where to get another rope after your first one *cough cough (me)
-Alchemy was kind of confusing when I tried it, but as far as I can tell there's no good way of doing something like increasing your wellness or integrity through it, which I kind of though was one of the main points of being an alchemist? I feel like it would fit, at least, since the only other way is by being a really good cook but you can only eat once a day (or twice with perks).
-There is a graphical glitch (which you are probably already aware of) where when you walk behind something like the top of a hill the character's feet will pop up from under the tile you are walking under which can look a little weird
-The current version of scheduling crashes your game on the first week, though you also probably already knew about that
Anyways, thank you for reading my comments! I'm not sure exactly how helpful my suggestions will be, but I did really like the game so I guess I just wanted to write about it some.