Quick answer: Accumulate charge while the button is held, clamp it to the max, and read the clamped value at the exact moment the button is released to select the attack tier.
If holding a charge attack fires the weakest version or always the strongest, the charge value is read at the wrong time. Capturing it on release fixes the tier. Here is how.
How to fix it
1. Accumulate while held
Each frame the attack button is down, do charge += delta and clamp it with min(charge, max_charge) so it never exceeds the top tier.
2. Read charge on release
Trigger the attack in the just_released branch and pass the current charge into the attack, then reset charge to zero afterward.
3. Map charge to tiers explicitly
Convert the charge time into a discrete tier with clear thresholds so the released attack matches the visual charge feedback the player saw.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.