Quick answer: Keep each coin's rect synced to its drawn position, test the player rect against every coin's current rect each frame, and remove and count the coin on overlap.

Pickup counting in Pygame depends on accurate rects. The fix is to keep rects in sync with positions and test overlaps every frame, removing collected coins from the group.

How to fix it

1. Sync the rect to the position

Update each coin's rect.center (or topleft) to match where it is drawn before collision testing. A rect left at the origin or last frame's spot will never overlap the player.

2. Test against the live player rect

Each frame loop the coin group and call player.rect.colliderect(coin.rect), using the player's current rect, so a moving player reliably overlaps coins in its path.

3. Remove and count on overlap

On a hit, increment the coin counter and remove the coin from its sprite group (or call kill()) so it disappears and cannot be counted twice on the next frame.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Pygame error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.