It's a promising start, but seems unfinished. The inventory system is obviously inspired by Minecraft, and would benefit from some of its features, such as placing one stack onto another to swap them, or being able to place down one item from a stack at a time. Placing down half the stack instead doesn't seem to have any benefit, and just serves to make crafting frustrating. Also, because there's no way to drop items out of your inventory, there's a genuine risk of running out of inventory space and making it impossible to complete the game because you collected too much stuff.
The game makes no attempt to teach the player, and the only way to progress is to follow the guide step by step, at which point it's less of a game and more of an exercise in following instructions. Even just adding tooltips to the items would do a lot to improve this. Some items are easy to discern (logs, pickaxe), but others are completely baffling (a green lowercase cursive letter 'b'? oh, that's used to make cloth) and impossible to guess what they're used for without reading the guide. Additionally, I think the difficulty curve of the game is too steep, and bad RNG in the world generation (i.e. not finding fiber right away, because bushes don't visually indicate what they drop) can make it virtually impossible to survive past the first minute or so, leaving you in a position where you're essentially standing around waiting to die so you can generate another world and try again. It's a race to craft the first few items in time, but after you have a tent and campfire, there's no more challenge, and the rest of the game essentially turns into a fetch quest.
I noticed a few things that seem like bugs. First, the character's center seems to be slightly to the east, meaning they can only interact with things to the right. Not a big deal but kind of weird. Two rocks generated in the same square in one of my worlds. And it's possible to use the stone pickaxe from anywhere in the inventory without degrading its durability.