Quick answer: Use Append for steps that should play one after another and reserve Join for steps you deliberately want to run alongside the previous one.
Your intro sequence fires every tween at once instead of stepping through them. In DOTween, Append schedules after the previous step while Join runs parallel to it. Mixing them up collapses your timeline into simultaneous motion.
How to fix it
1. Use Append for sequential steps
Each seq.Append(tween) starts after the previous appended tween finishes. Build your ordered timeline entirely from Append calls.
2. Use Join only for parallel motion
seq.Join(tween) runs alongside the most recent Append. Use it intentionally, for example fading and scaling at the same time.
3. Insert intervals for precise timing
Use AppendInterval(seconds) for gaps and Insert(at, tween) when you need a step to begin at an exact time on the sequence timeline.
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 Unity 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.