Quick answer: Render the game to a fixed-size internal surface, then scale that surface to the window each frame and convert input coordinates back to the internal space.
Resizing a Pygame window can leave the HUD anchored to absolute pixels that no longer match the new size. Drawing to a fixed internal surface and scaling it to the window keeps the layout consistent and scales the UI.
How to fix it
1. Render to an internal surface
Draw all gameplay and UI onto a fixed-size pygame.Surface at your design resolution, keeping every coordinate in that stable space regardless of window size.
2. Scale to the window
Each frame, pygame.transform.smoothscale the internal surface to the current window size (optionally letterboxed to preserve aspect) and blit it to the display.
3. Map input back to design space
Convert mouse coordinates from window space to internal space by reversing the scale and offset before hit-testing buttons, so clicks line up with the rendered UI.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.