Quick answer: Define defeat as no party member being able to act this turn, counting incapacitating statuses like petrify and stop, not just zero HP.

If your whole party is turned to stone and the battle just sits there, your wipe check only looks at HP. Here is how to include disabling statuses.

How to fix it

1. Define an 'can act' predicate

Write can_act(unit) that returns false for KO, petrify, stop, and similar, then check if any party member can act.

2. Trigger defeat on full lockout

If no party member can act and no status will wear off to free them, trigger the defeat flow rather than looping forever.

3. Beware soft-locks

Ensure at least one curable path exists, or time out the disabling status, so a fully petrified party reliably reaches game over.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.