Quick answer: Apply deceleration or friction when there is no input, optionally zero small velocities, and tune the stopping feel to the game.
A character sliding after stopping is missing deceleration. Adding it fixes the feel. Here is how.
How to fix it
1. Decelerate on no input
When there is no movement input, actively reduce velocity toward zero with a deceleration rate, rather than letting the character coast. Without deceleration the character slides on its remaining momentum.
2. Zero small velocities
Once velocity drops below a small threshold, snap it to zero so the character stops crisply instead of creeping. Tiny residual velocity makes the character drift slowly after it should have stopped.
3. Tune the stopping feel
Set the deceleration rate to match the game — snappy for precise platformers, more gradual for weighty characters. The right deceleration makes stopping feel responsive and intentional rather than slippery.
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 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.