Thanks for playing!
I'm not going to beat around the bush like some devs do, all those bugs are in the game. I (Chris) knew it and released it anyways because we wanted to start fresh on new projects. We were supposed to make the game in 3 months, and it ended up taking 6 or 8 months. Why?
1) We had source control issues that we weren't used to using
2) The primary programmer pretty much stopped mid-development to keep working on his own game. I don't blame him, I pulled him off his dream project to work on a short game, and he just wasn't as passionate as I was about Tall Poppy.
3) I was the 3D artist and animator and had to suddenly learn programming, I wanted to finish what I started, so I did the best I could with what I learned at the time.
What you played was a game made by a few dudes who wanted to team up to make a game, then one took off and the other was left to piece it together.
Tall Poppy was a great learning experience for myself and my future games will be better because of it. We knew there was bugs, that's why you don't have to pay a dime to play it. No sense to put a price on it because it's a short buggy game. I don't even promote/market it either.
Honest speak, I could fix the bugs now, but it would take time away from my future project. To me, Tall Poppy was like being in a relationship that didn't work, I tried to make it work (learned programming) and in the end we had to go our own ways (put it on itch and not look back). What's done is done. I keep the game the buggy way it is as a lesson to myself to be better. In a way, that's the art of it as well. It's a video game, and a lesson.
Also, some folks play the game and don't have any bug issues, some play and catch all the bugs and more haha. Either way, thanks for playing it!