Quick answer: Keep a per-swing set of already-hit targets, add each body on first contact, and clear the set when the next attack begins.
A single sword swing that drains an enemy's whole health bar usually means you are applying damage on continuous overlap rather than once per swing. Tracking who you already hit this attack fixes it. Here is how.
How to stop it
1. Track hit targets per swing
Maintain a var already_hit := {} set on the attacker. In the area_entered / body_entered handler, skip the target if it is already in the set and add it otherwise.
2. Reset the set on a new attack
Clear already_hit at the start of each swing, not on a timer. This guarantees each distinct attack can hit each enemy exactly once.
3. Avoid damaging on continuous overlap
Do not apply damage in _physics_process while get_overlapping_bodies() is non-empty. That counts a multi-frame overlap as repeated hits.
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.