Quick answer: Reset with gpu_set_blendmode(bm_normal) after each styled draw. Or save/restore via gpu_get_blendmode().
Glow particle uses bm_add blend. Next sprite drawn afterward uses additive blend too because state wasn't reset.
The Fix
// Save/restore
var _prev = gpu_get_blendmode();
gpu_set_blendmode(bm_add);
draw_sprite(spr_glow, 0, x, y);
gpu_set_blendmode(_prev);
// Or always reset to bm_normal
gpu_set_blendmode(bm_add);
draw_sprite(spr_glow, 0, x, y);
gpu_set_blendmode(bm_normal);
Save/restore handles nested code. Bm_normal reset is the simpler default.
Verifying
Glow draws additive; subsequent sprites draw normal. Without reset: next sprite mistakenly additive.
“Reset state. No bleed.”
Related Issues
For draw text color, see draw color. For shader uniform, see uniform.
Reset blend. Clean draw.