Since you're diving in, I figured I'd get some some extra stuff!
> load_threaded_get(): No threaded load for resource path 'res://game/game.tscn' has been initiated or its result has already been collected.
Looks like either godot's insane, or you're manually loading game.tscn and not checking if you've done it!
And the leaked stuff (from a shorter test, so might only be catching a few things)
Leaked instance: AudioStreamPlaybackMP3:9223372332955862308
Leaked instance: AudioStreamMP3:9223372095004607911 - Resource path: res://audio/music/enormo.mp3
Leaked instance: SceneTreeTimer:9223372109651117734 (There's like 20 other SceneTreeTimers that got leaked)
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
ERROR: 1 resources still in use at exit.
at: clear (core/io/resource.cpp:609)
Resource still in use: res://audio/music/enormo.mp3 (AudioStreamMP3)
And then 27 StringNames,
`Orphan StringName: _get_rid (static: 0, total: 1)`
Is one example, and they all look to be sound related, so might be all related to the mp3 that leaked