Quick answer: Standardize on 4 spaces, configure the editor to insert spaces for Tab and show whitespace, and re-indent pasted code to match the file.
Indentation is syntax in Python, and this family of errors (unexpected indent, unindent does not match, expected an indented block) is structure disagreeing with itself. The editor settings fix is permanent. Here it is.
How to fix it
1. Convert the file once
Editor command 'Convert Indentation to Spaces' (VS Code) normalizes the whole file — do this immediately when errors appear after pasting from tutorials.
2. Set spaces-for-tab everywhere
Tab key inserting 4 spaces, plus render-whitespace enabled, prevents the invisible tab/space mix from ever forming — set it at user level, not per project.
3. Read the error's line context
The named line disagrees with the line above it — same block means same indent, new block (after a colon) means exactly one level deeper.
4. Let a formatter own it
Running black (or the IDE formatter) on save makes indentation a solved problem and normalizes pasted code as a side effect.
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 Pygame 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.