Quick answer: Load files into Surfaces once (pygame.image.load), store and pass the Surface objects, and keep a loader/cache so data-driven code converts paths to Surfaces in one place.

screen.blit("player.png", pos) reads naturally and is exactly wrong — blit wants the loaded Surface. Data-driven sprite tables make the mistake systematic. Here is the clean structure.

How to fix it

1. Load once, blit many

player_img = pygame.image.load(path).convert_alpha() at setup; screen.blit(player_img, pos) at draw — loading inside the game loop is both this bug's cousin and a performance killer.

2. Convert paths at the boundary

If configs/JSON hold image paths, resolve them through an image cache at load time (images[key] = load(path)) so gameplay code only ever sees Surfaces.

3. Type-hint the seams

Annotate helpers (def draw_icon(surf: pygame.Surface, ...)) — editors then flag the string-passing call sites before you run.

4. Read the message literally

This TypeError family always names got-vs-expected; whichever variable it names, trace where it was assigned a string — the fix is at that assignment.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.