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Day 33 of my 60-day Godot learning challenge (tower defense devlog). Yesterday (Day 32) I decided to level up my observability: instead of living in print() statements, I’m building a debug overlay (debug HUD). Today I implemented the first working version — and it immediately paid off. ✅ Debug overlay toggle: hold Shift + press the tilde/backtick key (~) near the 1 key. Right now the overlay has multiple tabs, but only the “Level” tab is populated so far. It displays: • Total enemies expected • Enemies spawned • Enemies defeated / removed • Enemies currently on board (and why this number is tricky!) • Basic level/wave-related counters And here’s the best part: The debug overlay uncovered a real bug: when I ended the game and restarted, the enemy pool wasn’t resetting properly — counts kept accumulating. That pushed me into the enemy pool code and revealed I had a “clear all enemies” method that wasn’t being called at all. From there I tested a few approaches: • Calling “clear all enemies” during reset • Discovering QFree errors when trying to free nodes that aren’t in the tree anymore • Confirming that in my current flow, I don’t actually need to QFree pooled enemies on reset — I mainly need to reset counters/state cleanly Design goal: The debug overlay must NOT be a dependency of gameplay. If I delete the overlay scene, the game should still function the same. So I’m building this as event-driven and signal-driven as possible: • Gameplay emits signals/events • Debug overlay listens and displays data • Debug code stays out of core game flow Next steps: • Populate the enemy list (scrollable) with active enemies • Decide whether enemies belong under Level or a dedicated Enemies tab • Add more tabs: Economy, Towers, Base, Wave state • Continue refactoring so “single source of truth” lives in global managers (LevelMapManager, etc.) If you’ve built a debug HUD in Godot before, I’d love tips on what you consider the most valuable info to show.