Quick answer: Tag the surface from the tilemap or a continuous ice region rather than per-object overlaps, sample the tile under the player each tick, and set deceleration from that surface type.
An ice level must be uniformly slippery, so friction has to come from the actual floor tile, not a patchwork of overlap objects. Read the surface type beneath the player every tick.
How to fix it
1. Tag the surface from the tilemap
Use the tilemap's tile id or a region object that fully covers the icy area to determine the surface, instead of placing separate ice sprites that can leave gaps.
2. Sample the floor each tick
Each tick read the tile directly beneath the player's feet and set deceleration low on ice and normal otherwise, so the surface feel updates continuously as they move.
3. Clamp top speed on ice
Because low friction lets speed build up, cap maximum horizontal speed on ice so the player slides but does not accelerate uncontrollably across the whole level.
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 Construct 3 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.