Quick answer: Set a non-zero FPS on the animation in the SpriteFrames editor, then use speed_scale as a multiplier of that base rate rather than as an absolute speed.
You write speed_scale = 2.0 and the sprite animates at the same pace as before. speed_scale is a multiplier, not a frame rate; if the underlying animation FPS is zero or the value is misunderstood, it does nothing visible.
How to fix it
1. Give the animation a base FPS
In the SpriteFrames editor select the animation and set its FPS to a non-zero value. speed_scale of 2.0 then plays it at twice that FPS; a base of zero stays frozen no matter the multiplier.
2. Treat speed_scale as a multiplier
Use speed_scale for relative changes (slow-motion at 0.5, double-time at 2.0). To set an exact frame rate instead, change the animation's FPS via the SpriteFrames resource.
3. Pass a custom speed to play()
In Godot 4 you can call play("run", custom_speed) to scale just that playback, leaving the node's speed_scale intact for global effects.
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 Godot 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.