Quick answer: Build asset paths relative to the script file with os.path, confirm the file exists and the format is supported, and call convert after loading.
An image that fails to load in Pygame is almost always a path problem — the working directory is not where you think. Anchoring paths to the script fixes it. Here is how.
How to fix it
1. Anchor paths to the script
The working directory may differ from the script's location, so a bare relative path fails. Build the path from os.path.dirname(__file__) and join the asset folder so it works wherever the game is launched.
2. Confirm the file and format
Check the file actually exists at that path and is a format Pygame supports (PNG works everywhere). A wrong extension or missing file raises the open error.
3. Convert after loading
Once loaded, call convert or convert_alpha so the surface matches the display format. This is for performance, but do it right after a successful load as a habit.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.