Quick answer: Move the Tilemap to the correct layer in the Layers bar, set its z-order within the layer, and use a separate foreground layer if some tiles must cover the player.
Your Construct 3 tilemap hides the player or sits behind the background it should be on. The layer order or z-order is placing it wrong.
How to fix it
1. Move the tilemap to the right layer
In the Layers bar drag the Tilemap to a layer above the background and below the player (layers higher in the list draw on top).
2. Fix z-order within the layer
If objects share the layer, use Send to back / Bring to front (or the Z order behavior) so the tilemap sits correctly relative to objects on the same layer.
3. Use a foreground layer for overlap
For tiles that should cover the player (treetops, roofs), put them on a dedicated foreground layer above the player layer.
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.