Quick answer: Use a global variable or an instance variable to persist state across ticks, or mark the local variable Static so it retains its value between runs of the block.
Local variables reset to their initial value every time their block executes, which is per tick for top-level events. Choosing global, instance, or static fixes lost state. Here is how.
How to fix it
1. Use a global for shared state
If the value must persist across ticks and is not tied to one instance, declare a global variable. Globals keep their value for the whole layout (or game) lifetime.
2. Use an instance variable per object
For state that belongs to a specific object instance, add an instance variable. It persists with that instance and does not reset each tick.
3. Mark the local Static
When you want a counter scoped to one event block but persistent across ticks, enable the Static option on the local variable so it is not re-initialized each run.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.