In theory there should be no way. However, I might not have enough knowledge on how Godot (3.5)’s 2D physics and collisions work. I hadn’t considered it.
[It seems plausible because I rely on Area2D hurtboxes to despawn the projectile as it hits any of the party members. Maybe somehow this sometimes does not work (I thought it would every time). This might be solved by adding a collision node somewhere on each character to keep the bullets from penetrating. This probably only became an issue because the characters’ kinematic body 2Ds do not have their own individual collision 2Ds anymore because of some other issue I had to fix]
EDIT: I think it’s because of the movement speed bug this version has for the way I made the enemy projectile handle movement.
I’ll try to look into it when I have the time or when I revamp this game when I have more experience. Thanks so much for bringing it up!