Quick answer: Apply the delay to only the first tweener (or use tween_interval once at the start), and do not carry a default delay across subsequent chained steps.
You add a delay so the animation starts a beat late, but instead every step in the chain pauses, stretching a quick sequence into a slow crawl. The delay belongs on one tweener, not all of them. Scoping it to the start fixes the pacing.
How to fix it
1. Delay only the first step
Call set_delay() on the first tweener returned by tween_property, not on a shared variable reused for every step, so only the start is delayed.
2. Or use tween_interval at the start
Insert a single tween_interval(seconds) as the first step to wait once, then chain the animation steps normally with no per-step delay.
3. Check set_parallel interaction
In parallel mode every step starts together, so a delay on each makes them all wait the same amount; delay just the ones that should start later instead of all of them.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.