Quick answer: When extending a path into a cell, reject the move if the cell is owned by a different color's path; allow it only into empty cells or by retracing your own path.
Flow puzzles forbid paths from crossing: each cell holds at most one color. If two flows can share a cell, your drawing code overwrites without an occupancy check. Block entry into cells claimed by other colors.
How to fix it
1. Track per-cell ownership
Store which color's path, if any, occupies each cell. An empty cell is free; a cell owned by the current color can be retraced; a cell owned by another color is blocked.
2. Reject crossing into foreign cells
While dragging a path, refuse to extend into a cell owned by a different color. The drag simply does not advance, so paths can never overlap.
3. Allow self-retracing to shorten
Dragging back onto your own path should trim it to that point, letting players undo without lifting the pointer. Free the trimmed cells for reuse.
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 Construct 3 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.