Quick answer: Store targets in a 2D row/column layout and map Up and Down to change rows while Left and Right change columns, clamping or wrapping at the edges.

When enemies are arranged in a front and back row, the player needs Up and Down to cross rows. A flat target list only moves sideways. Here is how to make the cursor grid-aware.

How to fix it

1. Model targets as a grid

Keep targets in rows: rows[0] front, rows[1] back. Track (row, col) for the cursor instead of a single index.

2. Map directions to axes

On ui_up/ui_down change row; on ui_left/ui_right change col. Clamp col to the new row's length when switching rows.

3. Handle empty rows

If a row has no living enemies, skip past it when moving vertically so the cursor never lands on an empty slot.

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.