Quick answer: Stagger spawn positions with a small horizontal jitter or arc, offset start times slightly, and cap how many numbers show at once by pooling them.
During fast multi-hits the damage numbers pile into one unreadable smear because they all spawn and rise from the same spot. Here is how to fix it.
How to fix it
1. Jitter the spawn position
Offset each number by a small random horizontal amount or send them on alternating arcs so successive numbers fan out instead of stacking.
2. Stagger or merge rapid hits
Either delay each number's start by a few frames, or accumulate damage within a short window into a single larger number to reduce clutter.
3. Pool and cap the count
Reuse a fixed pool of number labels and cap how many are visible at once, so a long burst cannot spawn dozens of overlapping labels.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.