Flingwild is an original food-throwing expedition inspired by Throw Food For Animals. Aim across a changing breeze, befriend animals, earn camp income and train for more distant habitats. The artwork, characters and rules are Tailorgame originals; this adaptation is not affiliated with the reference game or its creators.
Six friends, three habitats
Befriend both hares in Sunlit Meadow, both capybaras in Amber River and both ibex in Cloudpeak Cliffs. Story allows 24 throws; Expert allows 16 with narrower targets and stronger wind. Befriending all six animals wins, including on the final throw. Running out of throws or ending an expedition is a loss.
This is a finite expedition, not an endless online world. Solo is a complete independent challenge. Private co-op shares one camp and alternates throws between exactly two people. Co-op uses Story rules and the same 24-throw budget; it is not a race against your partner.
Aim before you throw
Choose an angle from 10 to 80 degrees and power from 20 to 100, select your food and inspect the trajectory preview before throwing. The landing point matters: a good landing adds the food’s nutrition to an animal’s trust; a precise central landing adds one extra trust. A miss still uses a throw and any paid food.
The breeze changes after each throw. Read the new preview instead of repeating an old setting blindly. Already-befriended animals cannot be fed again. Trust is capped at the amount still needed, so stronger food is not always the cheapest useful choice.
Food and training
Trail berries are free and provide one nutrition. Orchard mix costs three coins per throw and provides two. Festival feast costs seven and provides three. Food training unlocks the two better recipes for eight, then sixteen coins. The precise-landing bonus applies to all three recipes.
Power training costs fourteen coins for level one and twenty-four for level two. It increases throwing reach; it does not automatically hit a target. Training spends coins but never uses a throw, changes the active player or generates income.
Build a camp that pays for progress
Start with twelve coins. Every new animal friendship earns a one-time ten-coin reward. Each accepted throw also earns income from all befriended animals, including an animal befriended by that throw. Hares contribute two and three coins, capybaras three and four, and ibex four and five.
The two hares need six and seven trust; the capybaras need seven and eight; the ibex need eight and nine. Earlier friends keep earning after you travel. Income arrives only after a throw, never while waiting, reloading, training or travelling. Camp coins have no cash value and never spend account creation credits.
To enter the next habitat, first befriend both local animals and reach its required power level: one for Amber River, two for Cloudpeak Cliffs. Travel is forward only, costs no throw and keeps the same active player. Save enough coins for power training instead of spending everything on premium food.
Private cooperative expeditions
Create a room and share its six-character invitation. Both players sign in before the host starts. The active player may train, travel or throw using the shared coins and food skill. A throw passes the turn; training and travel keep it. Your partner sees the accepted camp, friendships and result.
Return with the same account and invitation to reconnect. Leaving the page does not end the room. If a response is uncertain, refresh the room before making another move rather than repeating the throw. Either player may end an active expedition, even when it is their partner’s turn; this ends it for both.
Before play starts, a guest may leave and another friend may take the vacant seat. The host can close a waiting or finished room. After a result, the host can rematch with a fresh camp and the other player opening. Online outcomes remain in the room and never award account practice points.
Solo progress and practice points
Solo progress can be restored on the same device and account. A saved completed result never awards points again. Only a newly completed solo victory reports practice points: 1,000 plus 50 per unused throw, 20 per precise hit and a 400-point Expert bonus. Defeats, abandoned expeditions and cooperative results award no practice points.
Use the angle and power sliders, food buttons and explicit Throw food button with a pointer or touch. With the field focused, Left/Right adjusts power, Up/Down adjusts angle and Enter throws. Tab reaches inputs and buttons; arrow keys adjust focused sliders, and Enter or Space activates buttons. The physical field stays left-to-right in every language. Read the landing and trust feedback as well as the artwork.
Throw Food For Animals: official game and inspiration
A little inspiration.
Now make it your own.



