Quick answer: Use dx = cos(radians(angle)) and dy = -sin(radians(angle)) to account for the inverted screen y, or rotate a unit vector with pygame.math.Vector2.
A sprite that should fly toward where it is aimed but instead moves at a right angle has an angle-to-vector mismatch. Accounting for Pygame's downward y axis fixes it. Here is the fix.
How to fix it
1. Flip the y component
Screen y increases downward, so to make positive angles point up use dx = math.cos(rad) and dy = -math.sin(rad). Forgetting the minus mirrors motion vertically.
2. Use Vector2.from_polar
Build the direction with pygame.math.Vector2() and from_polar((1, angle_degrees)), then negate y if you keep math-convention angles, which avoids manual trig errors.
3. Match your angle convention
Decide whether 0 degrees means right or up and whether angles increase clockwise on screen, then keep that convention everywhere so aiming, drawing, and movement agree.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.