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So, this was fun, really but i believe it still needs a lot of work. I found a that having that many physics assets, though funny at times, causes glitches. I went up to a note on a desk and I guess I got too close because while the note was being shown on the screen, the background started moving subtly at first then so rapidly. A chair launched me to oblivion (Out of the world) and I had to restart. There's also another glitch I found. Once you die, if you click on the "Last checkpoint" button too fast, you'll restart but the "You Died" screen won't leave. If you pause and quit to the main menu then click to play the game, you'll restart at that checkpoint with the "You died Screen" still showing but this time, things got strange. You hear the phone message play from the beginning and a lot of the triggers activated, as if the game was trying to catch up to where the player was. That was something to see, honestly. Also, there are a few pet peeves I had with it but, those are just minor annoyances. The trigger to open cabinets, drawers and stuff like that seems to be off. As in, I had no idea where I had to stand in order to open them. I'd stand at one point the top drawer would open, stand closer and the bottom drawer would open, I'd go back to the spot where I opened the top drawer and the trigger would disappear, or the bottom would continue to open. Lastly, you should make the player's mesh not cast a shadow. Looks odd watching the shadow of 2 arms floating around, although, made me laugh. But like I said, I enjoyed the experience and think you guys should work on it a bit more. Stay safe and I wish you all the best. :)

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!

Well, kudos to you man. Same thing happened to me. I'm a sound designer and had to learn coding for a few projects. I never released any works though. I feel, if I'm going to release something I want to it to be the best, without bugs (which is probably a pipe dream because even huge games have bugs.) Anyway, I admire that and your honesty. I wish you the best of luck and can't wait to see what else you've come up with. Stay safe out there :)

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"The truth will set you free" they say haha. Yeah, the best it can be is admirable but with no budget, publisher and done while we were working fulltime / part time jobs it was a challenge. What was most important is that we "finish" something.

You will pump out a released project one day, man. I work solo now and have two games on the go. One is a 3D  VR game called Devotion's Crew, the other is a 2D game called Sloppy & Brutal. I learned with Tall Poppy that I can get creative burnout, so having a pallet cleanser project helps. Might help you too! Thanks man for the best wishes, I wish you the same too!

I have 2 projects on the works too ha. One of which is close to being finished so,  hopefully I will be able to release something soon. What did you mean by a pallet cleanser project??  Also, I'd love to try out those games man, Well, can't try the VR one but the 2D's title sounds interesting lol. What's it about??  Mine's "The Hallow" which is a dude who needs money and participates in an experiment conducted by one of the biggest tech companies in the world. It's an action horror game, like Outlast. Hey, maybe we should collab on a game some time ha, I think that'd be pretty fun.