Quick answer: Shrink the goal collider to the flag itself, require the player object specifically, and add a one-shot guard so the transition runs once even if overlap persists for several frames.
An exit that triggers on spawn skips the whole level. The fix is to tighten the goal's collision polygon and make the exit a deliberate, single, player-only event.
How to fix it
1. Tighten the goal collision polygon
Edit the goal sprite's collision polygon so it hugs the flag or door, not the surrounding floor. An exit box that touches the ground will trigger the moment the player lands nearby.
2. Require the player and a guard
Gate the transition on Player On collision with Goal plus a boolean levelEnding that you set true on first contact, so repeated overlaps in following ticks do not re-fire the exit.
3. Disable the trigger during fade-out
Once the exit fires, disable the goal's collisions and start the level-complete sequence so nothing else can re-enter the transition while the screen fades.
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.