Quick answer: Bound indices by len() at the point of use, never mutate a list you are iterating, and replace parallel lists with single lists of objects.
Python checks every index and this error is the check firing. Game code earns it through mutation during iteration and desynced data. Here are the fixes that stick.
How to fix it
1. Never mutate while iterating
Removing dead enemies inside for e in enemies: skips or overruns — iterate a copy (for e in enemies[:]) or rebuild with a comprehension: enemies = [e for e in enemies if e.alive].
2. Check before pop and peek
queue.pop(0) and stack[-1] on empty containers raise — guard with if queue:; empty is a normal state, not an exception.
3. Kill parallel lists
Separate names[], healths[], positions[] lists desync on any single-list edit — one list of objects (or dataclasses) makes the invariant structural.
4. Clamp external indices
Save files and level data carrying indices meet different-sized lists after updates — validate on load and default out-of-range values with a logged warning.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.