Quick answer: Increment a kill counter the instant each enemy dies rather than computing the total at run end, so the count is accurate regardless of cleanup order.
A summary that is always one kill short is recomputing the total at the wrong time. Counting each kill as it happens makes the tally exact even when the player and enemy die together.
How to fix it
1. Count on each kill event
Increment runState.kills in the enemy death handler as kills occur, so the running total never depends on entities still existing at run end.
2. Handle simultaneous deaths
Ensure a trade where the player and the last enemy die together still processes the enemy's death increment before the run-end snapshot is taken.
3. Snapshot the counter, not the scene
At death, read the maintained kill counter into the summary rather than counting objects in the scene, which may already be cleared.
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.