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Day 32 of my 60-day Godot learning challenge. Over the last month, I’ve noticed a shift: I’m spending less time learning “how to do the basics” and more time improving the development experience — better structure, better visibility, and fewer blind spots. Today’s focus is observability. I’m starting to build a debug overlay (debug HUD) so I can see key game state information while the game is running — without constantly switching back to the Godot editor or spamming print() statements. The goal for the debug overlay is to surface: • Level info (selected level, spawn, destination, map data) • Progression state (planning vs spawning vs active wave) • Base status (health, last damage, state) • Current wave info (wave count, expected enemies, spawned vs remaining) • Enemies on the board (counts, health, states) • Towers on the board (levels, targeting state, active/inactive) • Economy events (why money changed, what caused it, payouts per enemy) To do this cleanly, I’m going to lean on signals and separate “game logic” from “debug/audit logic”: • Game systems emit events/signals • Debug overlay listens and renders state • No gameplay behavior should change just because debugging exists This also sets me up for better audit logging: • Who changed money? • Why did it change? • What enemy died? • What wave triggered a reward? Next step: start implementing the overlay, expanding event payloads (who/why/value), and refactoring anything that needs to report state cleanly. If you’ve built debug overlays in Godot before, I’d love your feedback on what’s most useful to display.