Quick answer: Convert deliberately at the point of use: str() for display, int()/float() at the input boundary — and use f-strings so display code never concatenates raw values.

Python refuses to guess whether you meant addition or concatenation. Games hit this in HUD code and config loading constantly. The two-boundary rule fixes it everywhere. Here it is.

How to fix it

1. f-strings for display

text = f"Score: {score}" — no manual str() calls, no concatenation errors, and format specs ({time:.1f}) come free.

2. Numbers at the input boundary

Everything from input(), files, and network arrives as text; convert to int/float once, immediately, with validation — then the rest of the code trusts its types.

3. Check the traceback's operands

The message names both types; the surprising one (a str where you expected int) traces to an assignment that skipped conversion — fix there, not with a cast at the crash line.

4. Add hints to catch it early

Type annotations on game state (score: int) let the IDE flag string assignments before runtime — cheap prevention for this whole class.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.