I think it could work too, but you're going to have to be wary of it wearing thin as other's have suggested. I second the idea of accomplishing this by developing a restricted grammar productions and word list -- don't just start with full and arbitrary modern dialog and then caveman-iffy it.
I'd maybe look at how much vocabulary Coco (the Guerrilla who was taught to speak sign-language) had, and how well she formed sentences. Its hardly scientific, but at least its some kind of modern analog.
I'd half-jokingly suggest considering a pictographic language based on cave-paintings (There actually are real-life recurring cave symbols that some scientists believe are a pictograph language of sorts) -- its probably too high a barrier to entry to work for real, but thinking about dialog in those terms might help. If you did actually do a pictographic language in the game, it might be an interesting mechanic in itself, but I think you'd have to ramp it up pretty slowly -- very short clauses made of the most obvious symbols -- so that the player could build up to more complex thoughts and abstract symbols, but learning to decipher things could be part of the fun.