Quick answer: Call create_tween() fresh each time you want to animate, rather than storing one tween and trying to replay it.

You cache a tween in _ready() and replay it on a button press, but after the first run nothing happens. Godot 4's SceneTreeTween is single-use; once finished it is dead. Creating a new tween at the moment of the action is the intended pattern.

How to fix it

1. Create the tween on demand

Build a new tween inside the function that triggers the animation: var t = create_tween() followed by the tween steps. Each press gets a live tween.

2. Kill an existing one first if needed

If a previous tween might still be running, store it and call kill() before creating the new one so they do not fight over the same property.

3. Use set_loops for repetition, not reuse

For a tween that should repeat on its own, call set_loops() on the fresh tween rather than trying to manually replay a finished instance.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.