Quick answer: Assign exclusive choices to a named group, and when a node in a group is selected, block or auto-refund the other members so only one can be active.
If a 'choose one path' fork lets a player own both branches, your exclusivity is only visual. Modeling exclusive choices as a group with an enforced single-selection rule fixes it. Here is how.
How to fix it
1. Tag nodes with an exclusivity group
Give each member of an either-or choice the same group id so the system knows they compete for one slot.
2. Enforce on selection
When a node in a group is purchased, reject the purchase if another member is already owned, or auto-refund the previous choice if your design allows switching.
3. Reflect it in the UI
Lock or visually cross out the other members of the group once one is chosen, so the player understands the choice is exclusive.
4. Validate on load
On save load, if more than one member of a group is owned (from an old bug or tampering), keep one and refund the rest so the invariant is restored.
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.