Quick answer: Handle only one event type (or check is_echo/emulated), and call accept_event() / set_input_as_handled() so the same tap is not processed twice.
A tap advancing two lines in Godot is the touch and its emulated mouse event both being handled. Consuming the input once fixes it. Here is how.
How to fix it
1. Pick one event source
Either handle InputEventScreenTouch or InputEventMouseButton, not both. With Emulate Mouse From Touch enabled, reacting to both processes a single tap twice.
2. Consume the event
Call get_viewport().set_input_as_handled() (or accept_event() in a Control's _gui_input) after advancing so no other node re-handles the same press.
3. Filter echoes and releases
Advance only on the press edge (event.pressed and not event.is_echo()), ignoring the release event so press-and-release does not count as two advances.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.