Thanks for playing! I'm glad someone noticed the control hints (there's also one if you just leave the first pumpkin alone)
Godot makes controller support so easy! It's a shame you don't see more more people implement it.
Terrain generation uses the wave function collapse algorithm, only simplified a bit to just use a simple socket enum to match tiles. Each tile (check this comment here to see the tile set) can connect to either a blank floor, a fence, trees, or a path. As new tiles come in range, only tiles with the right socket facing the right direction are eligible to spawn, and the actual tile is picked at random, with a weighted average. The secret sauce in the generation is that the stage itself is only 8x8 tiles. You're actually walking across a 2-dimensional ring buffer!
Regarding the cape, I didn't want to mess with Kay's rogue model, so it's just Softbody that's using the original model's cape mesh. I just copied the mesh resource from the inherited scene's MeshInstance, and pasted it into a new Softbody node and played with the damping and drag until it stopped freaking out.
The jump is the example CharacterBody3D script jump left in totally unmodified because it was just enough to get you over half-tile gaps 😂
The candies actually are RigidBodies, and they did used to explode out of the pumpkin exactly like you suggested! I tried shooting them at an angle and straight out, and with a bunch of different starting patterns, but the number of candies that actually stayed on the stage was too inconsistent and I had to give up that strategy.