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