Could try a different approach to freezing that is less prone to break -I've only started learning godot a little bit here and there so am not sure about all the nuances and not sure what method you are using to freeze time but I usually use a variable to represent time speed that clamps from 0-1 and multiply all movement in the game with that variable -if you are actually freezing the game itself I could see that method easily getting stuck from a miscount and freezing the game endlessly -just guessing / thinking out loud in case any of this is helpful