
Screenshots

Watch trailer on Steam ↗Being Food
Hot_____Dog_ · Published by Hot_____Dog_
Last updated 7 Oct 2026
Being Food is a Knowledge-based puzzle game in the shape of a 3D-Platormer. In this puzzle-platformer, you play as Oolahla in what starts seemingly like a normal bird day. Something is different about today, though...
Explore unique challenges as Oolahla, a bird whose world turns surreal. Being Food blends platforming with riddles, pushing your understanding to progress through unexpected levels.
About this game
In this Knowledge-based, Puzzle-Platformer (Bird Game), you play as a cute bird named Oolahla in what starts seemingly like a normal bird day.
Talk to crazy characters in this wacky island world to learn new things and crazy new mechanics to help Oolahla maneuver her way through the day.
Do you know what it takes to be a bird? Will you survive the bird day?
Features
Explore a wacky world like none before it.
Learn about your body and what kind of moves you can do.
Figure out what it's like to be a bird.
Talk to funny characters.
Eat bird food and make new bird food.
Listen to music.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7 SP1+, Windows 10, or later (64-bit)
- Processor: Intel Core i5-2400 / AMD FX-6300
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 660 / AMD Radeon HD 7870 or equivalent
- DirectX: Version 11
- Storage: 2 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
Unconventional Controls - Devlog #4
So, I recently played Baby Steps and just started Avangeline Era and they both really got to me. It's rare that a game breaks off from modern day conventions and I think that's a shame - It's great to have players be able to pick up a game and just play it, but I think you kinda lose something when that happens.I remember when I first started Dark Souls, the game seemed hilariously impossible. I played Dark Souls for the first time on a stream for my friends in 2020 and knew well enough about the "difficulty" - so I was just rolling with the punches and trying to get through the skeletons for a few hours.The game controlled uncomfortably compared to what I was used to.But I did it.There's a cool feeling you get when you get to the end of a game like Baby Steps, Dark Souls and something like Cruelty Squad that breaks conventions. Everything seemed so hard at the beginning, but now - you can just run by those skeletons with ease. It brings me back to the PS1 days a bit - of which I consider the wild west of 3D gaming; No conventions were there and everything felt new.I think that's a concept people don't really think about too much when designing a game but it's something I want to approach with full force.I loved 3D platformers as a kid, and as an adult I've played many good and bad 3D platformers to try and get that same feeling. But I think what makes me feel most like a kid again - is playing something completely new. Everything was new then, and I think breaking conventions helps it feel a little more new and a little more like I'm 6 years old, holding a controller for the first time.If any of this resonates with you, I think you'll be pleasantly surprised by this game.Read full article on Community Announcements (Hot_____Dog_)AnnouncementsOfficial
Ignorant Style Video Game - Devlog #2
The professional world of tattooing is always trying to put each artist in a box. And of course, the video game world does that too.For every traditional-style tattoo, there is a pixel-art video game.As a tattoo artist, the closest box I can be put in is probably “ignorant style,” and so I think it’s only fitting that I’d call the style of the game ignorant as well. What I like the most about art is the sense of style. I don’t really care about technique as much as I care about the recognizability of the artist.I’ve always loved the moment when I can tell who the artist is through their work. I think that’s what impresses me the most in many different mediums.Chrono Trigger’s character artist is obviously the same guy who does Dragon Ball - nobody needed to tell me that. Across different forms of media even - you just know it’s Akira Toriyama. So instead of technique, what I strive for as an artist is that; recognizability.It’s not really for acclaim or anything like that, but I think it’s just a fun goal.So while “ignorant style” is kind of a jab by the old-school studio / trad-dad tattoo artists, I kind of like the ignorance of not caring about technique - because as they say, ignorance is bliss.I used to strive for technique when growing up and drawing, but perfection is a stressful thing to reach for. And I don’t think art should be stressful. When I really looked at whether I value technique like that as an adult - when it comes to the video game world, AAA hyper-realistic games don’t excite me anymore. It's that je ne sais quoi. I’ve seen real life, show me something else now.Read full article on Community Announcements (Hot_____Dog_)AnnouncementsOfficial
Making the Wrong Way, the Right Way - Devlog #1
There is a concept I'm trying to bring to the forefront of this game and that concept is: "Making the Wrong Way, the Right Way". The best example I have of this concept is the way Dark Souls tells its stories. I read somewhere in the depths of the internet that the storytelling in Dark Souls evolved from the way Hidetaka Miyazaki read English stories as a child. Since he didn't know English very well, there were gaps in the stories he read, and he would make up his own definitions of words and fill in the story in his head. That, by all means, is not how you read a story. By all accounts, he was reading the stories wrong. The thing is, as a child, he didn't know any better, and through that concept, he spawned an entire genre of storytelling.If you search on YouTube for FromSoftware lore videos, it has become wildly successful. Some videos crossing over 10 million views and allowing people to build careers around the discussion. He made the wrong way, the right way. I think this can apply to so many ways that we play games. A great example of this is the game Screen Cheat, by Samurai Punk. I think this one is pretty self-explanatory. Growing up with split-screen multiplayer gaming, I think it's safe to say we all occasionally snuck a peek at our friend's screen from time to time to find out where they were. In the game Screen Cheat, it brings that mechanic and says, no it's not wrong - it's right. The whole game is based around this, and the player is invisible and NEEDS to look at their opponent's screens to find out where they are. The main concepts behind my game come from how I used to play Grand Theft Auto 3 and San Andreas as a kid (thanks mom). I don't want to elaborate too much as to not spoil things, but I wasn't in it for the story - I was in it for the chaos. I would chaotically press every button on my controller and cheat my way into elaborate car chases. I had the cheats for jetpacks, health, helicopters, and weapons memorized, and my friend and I woul...Read full article on Community Announcements (Hot_____Dog_)






