Quick answer: Verify each submission as an independent valid run, cap submission frequency, and keep best only among verified runs so resubmission cannot manufacture rank.
Players climb your leaderboard by resubmitting scores, sometimes replaying or tweaking a previous payload, because you keep the best score without verifying each run is real and distinct. Verify every submission and rate-limit it so resubmission alone cannot inflate rank.
How to fix it
1. Verify each run independently
Require a verifiable artifact (replay or seeded input log) per submission and re-check it server-side, so only genuine runs can set a new best.
2. Cap submission frequency
Rate-limit submissions per account and reject duplicates of an already-submitted run, removing the ability to spam crafted scores into the best-of logic.
3. Recompute rank from verified bests
Build the ranking only from submissions that passed verification, and re-audit top entries periodically so manipulated scores are removed when caught.
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 HTML5 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.