Quick answer: Reset per-level stat accumulators at level start, snapshot them at the goal, and feed the results screen the snapshot so it always reflects the level just completed.
Results that mix in the prior level's numbers confuse players. Reset per-level counters on start and snapshot them at the exit for the results screen.
How to fix it
1. Reset stats on level start
In the level's creation code zero out level_time, level_score, and level_coins so they accumulate only this level's values, not a running cross-level sum.
2. Snapshot at the goal
When the player reaches the exit, copy the current per-level stats into a results struct. The results room reads that snapshot rather than live globals that may have changed.
3. Keep run totals separate
Maintain banked run-wide totals separately and add the snapshot to them after the results are shown, so per-level and whole-run numbers never contaminate each other.
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 GameMaker 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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.