The Dragonsitter by JoeShanahan
You wake up on an unfamiliar shore, with memories of only one thing: "Keep it alive"
You must scavenge as much food as you can and firewood too, not for your own sake, but for that of the dragon you are babysitting.
Controls: Move: WASD or Arrow Keys Space: Use tool or throw item! C: Crafting Menu Mouse Wheel: Change Item
(you can also use the number keys to change item)
If you can keep the dragon alive until day 3, it will grow into an adult! Kids grow up so fast these days...!
FAQ:
Q - There's not enough food!
A - You can get apples from apple trees, you go up to them while holding nothing and press space.
Q - How do I equip the gloves?
A - You change your equipped item with the mouse wheel, or by pressing the number keys (eg 1, 2, 3, 4).
Q - The fire went out before I could move the dragon! What do I do?
A - Sorry, we didn't have time to handle that, you have to restart! :(
Q - Are there any more quests after building the bridge?
A - We wish there were, but ran out of time!
Q - What do the beds do?
A - Another victim of running out of time, they don't do anything.

| Youtube | https://horsehead.itch.io/keep-it-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-dragonsitter |
Ratings
| Overall | 614th | 3.75⭐ | 30🧑⚖️ |
| Fun | 491th | 3.696⭐ | 30🧑⚖️ |
| Innovation | 738th | 3.534⭐ | 31🧑⚖️ |
| Theme | 406th | 4.052⭐ | 31🧑⚖️ |
| Graphics | 959th | 3.81⭐ | 31🧑⚖️ |
| Humor | 969th | 3.074⭐ | 29🧑⚖️ |
| Mood | 853th | 3.589⭐ | 30🧑⚖️ |
| Given | 30🗳️ | 32🗨️ |
I did run into some bugs you could fix if you plan to continue working on it: While typing the dragon's name, C opened the craft menu. Also I managed to put the dragon out to sea with the gloves further that I could reach him!
nice entry!

Oh, what were the beds for? I didn't notice anything.
Nice try, trying to make me feel a sense of ownership naming the dragon. I kept it as "Dragon". (partially because I was too lazy to name it) That thing is devious, and I should've thrown him back into the ocean.
Nice music, graphics, and controls. The lute playing was a bit grindy, but not too bad.
I liked your modular pick-and-place system. Nice work :)
We planned to have more needs, like comfort and hygiene that would unlock after a certain time. The beds would've factored into comfort. But you know, time constraints and all that!
The lute really needed to have more of an effect, it's just when we were testing it I would always find myself distracted by it and just spend minutes at a time running in circles round the dragon playing it :sweat_smile:
**after five minutes of playing the lute instead of doing any work with Skype still on**.
me: "...wait, was my mic on the whole time?"
my team: "Uh, yeah, hahah"
If we'd had more time we wanted to make the progression system last over multiple days, so that you'd still be unlocking things after more than just the first day. The hope was that *some* people would get hooked and just enjoy existing in the world, but for everyone else there would be goals to work towards. It sounds like we managed to hook you, which is so wonderful to know that we're going in the right direction!
Our artist was fantastic and made some really great environmental models, but unfortunately didn't have time for characters, so that fell to me. That's why it looks undeveloped compared to the rest of the art, because it's programmer art :wink:
Another thing though was that we wrote all the code from scratch, and recreated a bunch of basic systems that we'd already done before in the past. I think if we try and go simulation game again, we might start from some base code or libraries, so we can focus on the gameplay code rather than putting in the basics from scratch each time.
I felt that all the mechanics were introduced much to quick in a succession... and also I felt the little apple trees never became bigger so I eventually ran out of apples.....
It was a little easy once you figured out what everything does.
Great work and such a polished game considering it was within a Jam :)