Quick answer: Add a 1-2 pixel transparent gutter between frames, slice with exact integer Rects, copy the subsurface, and use scale (not smoothscale) for pixel art.
When you slice a packed spritesheet and scale the frames, you see a thin line of the next frame along an edge. The cut is reaching past the frame boundary.
How to fix it
1. Pad frames in the sheet
Author the spritesheet with a 1-2 pixel transparent gutter between frames so even an off-by-one rect or scaling does not pull in neighboring pixels.
2. Slice with exact integer rects
Build each frame Rect from integer multiples of the frame size and call sheet.subsurface(rect).copy() so the frame owns its own pixel buffer.
3. Scale without smoothing
Use pygame.transform.scale (nearest) rather than smoothscale for pixel art so scaling does not interpolate edge texels across the cut.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.