Quick answer: Clear (fill) the screen at the start of each frame, draw everything, then call display.flip or update once — never mid-frame.
Flicker in Pygame is a draw-order problem: the screen is not cleared, or the buffer is flipped at the wrong time. A clean clear-draw-flip cycle fixes it. Here is the pattern.
How to fix it
1. Clear at the start of the frame
Fill the screen with a background colour (or blit the background) at the top of each loop iteration before drawing sprites. Skipping this leaves trails and flicker.
2. Flip once per frame
Call pygame.display.flip() (or update) exactly once, after all drawing for the frame. Flipping multiple times mid-frame shows incomplete images.
3. Draw in the right order
Within the frame, draw back to front in a single pass, then flip. Interleaving updates and flips is what produces the flicker.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.