Quick answer: Drive every hazard's movement and cycle by dt (delta-time) rather than per tick, and use time-based sine or tween cycles so the pattern is identical regardless of framerate.
A memorized hazard pattern must run the same on every machine, so saws and crushers cannot move per tick. Multiply movement by delta-time and base cycles on elapsed seconds.
How to fix it
1. Multiply movement by dt
Move the saw with X + speed * dt (or set a behavior speed in pixels per second) so a 30 FPS machine and a 144 FPS machine cover the same distance per second.
2. Drive cycles from elapsed time
For an oscillating saw, position it with sin(time * frequency) using accumulated seconds, not a tick counter, so the swing period is constant across framerates.
3. Decouple from physics hitches
Cap how much a single frame's dt can be (clamp large spikes) so a momentary stall does not teleport the saw through the player or past a safe window.
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 Construct 3 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.