Quick answer: Validate the snapped target cell against a buildable map and reject placement on path, blocked, or occupied tiles.
Towers on the path break pathing and trivialize the game. Placement must check that the tile is actually buildable. Here is how to validate it in Construct 3.
How to fix it
1. Snap to the grid first
Convert the cursor position to a grid cell so you validate a discrete tile, not a free-floating point. This also keeps towers aligned.
2. Check a buildable map
Maintain a tilemap or array marking each cell as path, blocked, or buildable. Reject placement unless the target cell is buildable and unoccupied.
3. Give clear feedback
Tint the placement ghost red over invalid cells and refuse the click, so players see immediately where towers can and cannot go.
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 Construct 3 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.