Quick answer: Increment the objective counter for each individual tile of the target type at the moment it is removed, including tiles cleared by specials and cascades.
A 'clear 40 blue tiles' goal must count every blue tile actually removed. Counting per match group or skipping special-cleared tiles undercounts. Hook the counter into the single point where tiles are removed.
How to fix it
1. Count at the clear step
Increment the objective whenever a tile is actually removed from the board, not when a match is detected. This single chokepoint catches every removal.
2. Include specials and cascades
Tiles destroyed by bombs, line-clears, and chain cascades all count toward collection goals. Route their removals through the same clear step so they are tallied.
3. Filter by the target type
Only increment when the removed tile matches the objective's required color or type. Update the goal UI immediately and check for completion after each resolution.
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 Godot 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.