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I don't think so. Every version I remember had "Goblin Glade (DEBUG)" in the title. I mentioned the lag issue a while back in the Linux  Compatibility thread. 

As for lag, I know that Godot can handle way more than whats on screen when lag starts. Like, way more. Makes me curious to what each collectable is doing. My naive guess would be.

  1. Listen for Sussy (or a plant) to get near enough.
  2. Move to the collector.
  3. Upon collision emit a signal with the number of points it should grant and who (or what) collected it. 
  4. Delete itself. 

Plants would also need to keep the base values of the collectables it absorbs in an array, then when collected emit a signal with the appropriate amount of points based what that plant absorbed collected points. Something like:

func _on_enter_player->int():
    # Loops through the array, applying the multipliers before adding each value to the total.
    var points = absorbed.reduce(func(total, current): return total + (current* multiplier), base_points * multiplier)
    add_score(points).emit()
    queue_free()

Might need some adjustments to fit in your architecture. I'm used to Lua and C99, not GDScript.

Now that you mention it, the name does sound familiar, but I’m not sure if changing the Godot version might have reset some of my settings at some point. From the export system, I definitely left it in debug mode, but I’ll look into it more thoroughly just in case.

Exactly,  the object listens to Sussy, and now also the bushes, to be attracted.
Its speed depends on the magnet level.
When it collides, the detection happens, and then it disappears.

That’s the idea behind my code, but it doesn’t send signals directly. Let’s say it’s just passively “listening” to whoever needs it, in this case, the bush, to add points. I’m not sure if that’s the best approach, but it’s the one that gives me the least problems for now. I’m still teaching myself how to program and draw, but little by little I’ll improve — that’s why I really appreciate this kind of help.

I’ve heard of Lua, but I don’t know much about it. For now, I’m using Godot, though I’m keeping an eye on developments in other engines too.