Sure thing! The cause was the projectiles in the mini-boss fight. In order to make their destruction more visually appealing, I use a coroutine to trigger the death animation and then wait for a timer to complete before calling `queue_free()`. The problem is that, in true game jam fashion, I coded it up so quickly that I accidentally left it so that each frame the death timer resets and calls ANOTHER coroutine, thereby leading to a slow memory leak as the coroutines stack up and the projectiles never actually die :D
Viewing post in The Island jam comments
Ahh yes. The enemies are not the final target. To win you have to destroy all the crystals in the chamber. If you go left instead of right in the tunnel leading to the boss, it's explained in a dialog and you'll get another power up. But that is the very end of the game so no worries if you don't want to play through it all again!