Quick answer: Set an explicit from value at the start of each replay (or restore the base color before playing), so the tween always begins from a known color.
A flash or fade plays correctly once, but on the second trigger it starts from the leftover color of the first run and looks wrong. Tweens that infer their start from the live value drift across replays. Pinning an explicit from-color fixes it.
How to fix it
1. Specify the from value explicitly
Use a from-to tween (for example DOTween's From() or setting the property to the base before tweening) so each replay starts from the same defined color.
2. Reset the property before replaying
Restore the element to its base color the instant before you start the tween, so a previous interrupted run cannot leak its end state into the new one.
3. Store the original at startup
Cache the base color in Awake or _ready and always tween relative to that stored value rather than whatever the property happens to hold now.
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 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.